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Light  Pens  And  Graphics  Tablets:  How  To  Use  Them 


COMPUTE! 

The  Leading  Magazine  Of  Home,  Educational,  And  Recreational  Computing 


$2.95 
May 
1984 
Issue  48 
Vol.  6,  No,  5 

£2,25  UK  S326Canado 
02W3  __ 

ISSN  0194-347X     ® 


V' 

t 

\ 
1 

i 

■1  ! 


3-D  Surface  Plotting, 
A  Valuable  Graphics 
Technique 

Picture  Perfect, 
A  Friendly,  Creative 
Drawing  Program  For 
Youngsters 


^   Pentominos,  A  Fascinating 
Puzzle-Solving  Program  For 
'   Commodore  64,  VIC-20, 
>   TI-99/4A,  PC  And  PCjr, 
Atari,  And  Apple 


Plus  Snertle, 
A  Challenging  Game 
For  The  VIC-20,  Atari, 
Commodore  64, 
And  IBM  PC  And  PCjr 


And  More 


05 


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an-Ait 


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Fir&t  there  was  the 
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one  of  the  world's  most  popular 
letter-quality  printers. 

And  deservedly  so.  Because 
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everything  than  any  other 
printer  in  its  price  range  (mid 
teens].  And  it  churns  out  copy 
at  a  very  brisk  40  characters  per 
second,  or  about  half  a  minute 
for  an  average  business  letter. 

Now,  there's  the 
Starwriter  18  CPS ".  It  takes 
after  its  father,  in  that  it's  simply 
the  finest  printer  you  can  buy 
for  anywhere  near  the  price- 
which  in  this  case  is  just  about 
half  what  Daddy  charges. 


The  only  major  difference  is 
speed: 

Instead  of  40  charaaers  per 
second,  this  Starwriter  trots 
along  at  just  over  18  cps- which 
costs  you  about  30  seconds 
per  average  business  letter 

But  it  retains  the  rest  of  the 
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And  perfect  for  typical  office 
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Enough  said? 


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Numbers  pages  and 
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Corrects  spelling 
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May  1984    Vol.  6,  No.  5 


FEATURES 


20 
34 

40 
44 


The  Digital  Palette:  Fundamentals  Of  Computer  Graphics  Selby  Boteman 

Light  Pens  And  Graphics  Toblets: 

New  Woys  To  Connmunicate  With  Your  Computer   Kathy  Yakal 

The  Inside  Story:  How  Graphics  Tablets  And  Light  Pens  Work  Ottis  R.  Cowper 

Realtime  Dreaming  With  Mike  Newman   Selby  Boteman 


EDUCATION  AND  RECREATION 


58  3-D  Plotting Tim  R.  Colvin 

74  Picture  Perfect  ForAtori  And  Commodore  64  CoyV.  Ison 

82  64  Hi-Res  Graphics  Editor  Gregg  Peele 

88  Snertle  Soori  Sivokumaran 


REVIEWS 


123  Pitstop ShoyAddoms 

124  Panic  Button  For  VIC  And  TRS-80  Color  Computer  Michael  B.  Williams 


COLUMNS  AND  DEPARTMENTS 


6   The  Editor's  Notes  Robert  Lock 

10    Readers'  Feedback  The  Editors  and  Readers  of  COMPUTE! 

126   Questions  Beginners  Ask Tom  R.  Holfhill 

128   Computers  And  Society:  Computers  In  The  Workplace David  D.  Thornburg 

132    On  The  Road  With  Fred  D'Ignazio:  The  Morning  After,  Part  1    Fred  D'Ignazio 

136    Learning  With  Computers:  Reody-To-Run  Magozines  J.B.  Shefton  and  Glenn  M,  Kleiman 

140    The  Beginner's  Page:  A  Random  Leap Richard  Mansfield 

148    INSIGHT:  Atari  Bill  Wilkinson 

159    Programming  The  Tl:  File  Processing,  Port  3   C.  Regena 

162    Machine  Language:  A  Program  Critique,  Part  2  Jim  Butterfield 

168    64  Explorer Larry  Isaacs 


THE  JOURNAL 


106 
142 
147 
153 
165 
171 
173 

176 
178 
179 
180 
181 
184 
190 
192 


Pentominos:  A  Puzzle-Solving  Program  jim  Butterfield 

BASIC  Style— Program  Evolution Jim  Butterfield 

VIC/64  Me mdata Michael  M.  Milligan 

A  BASIC  Cross-Reference jim  Butterfield 

Atari  Softkey Thomas  A  Marshall 

Atari  Line  Check  Utility  Ed  Sisul 

Commodore  Word  Wizard  JoeW.  Rocke 


The  Automatic  Proofreader  For  VIC,  64,  And  Atari 

A  Beginner's  Guide  To  Typing  In  Programs 

How  To  Type  COMPUTEI's  Programs 

CAPUTEI  Moditications  Or  Corrections  To  Previous  Articles 

MLX  Mactiine  Language  Entry  Program  For  Commodore  64 

News  &  Products 

Product  Mart 

Advertisers  Index 


NOTE;  See  page  179 
before  typing  In 
programs. 


TOU  FREE  Subscription  Order  Line 
800-334-0868  (In  NC  919-275-9S09] 


GUIDE  TO  ARTICLES 
AND  PROGRAMS 


64/AT/AP/PC/PCjr 

AT/64 

64 

64/AT/TI/C/AP/PC/PCjr 


AT/64/AD 
V/C 


AT 
Ti 

* 

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PA//64/AT/PC/PCir/TI/C/AP 

V/64 
P/64 

AT 

AT 
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AP  Apple  AT  Atari,  P  PET/ 
CBM,VVlC-2aC  Radio 
;  Shack  Color  Computer,  64 
"  Commodore  64,  TSTimex/ 
Sinclair,  Tl  Texas  Instru- 
ments, PCjr  IBM  PCjr,  PC 
IBM  PC,  AD  Coleco  Adam, 
'Ail  or  several  of  the  above. 


COMPUTE!  Publicationsjnc,^ 


One  of  the  ABC  Publistiing  Companies: 
ABC  Publishing,  President,  Robert  G.  Burton 

1330  Avenue  of  the  Americas.  New  Vork,  IsJew  York  10019 


COMPUTE!  The  Journal  for  Progressive  Compuling  (USPS:  537250)  is  published  monthly  by 
COMPUTE!  Publications,  inc.,  P.O.  Box  5406,  Greensboro,  NC  27403  USA.  Phone;  (919)  275-9809. 
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Greensboro,  NC  27403  and  additional  mailing  offices.  Entire  contents  copyright  &  19S4  bv  COMPUTE! 
Publications.  Inc.  All  riglits  reserved,  ISSN  0I94-357X. 


EDITORS  NOTES 


This  month,  Richard  Mansfield, 
senior  editor  o/COMPUTE!,  expresses 
some  concerns  in  this  guest  editorial 
about  the  way  progrannning  is 
taught  i)i  schools. 
Robert  Lock 
Editor  In  Chief 


Which  computer  language  is 
best?  Ask  that  question  at  a  com- 
puter club  and  you're  sure  to 
start  a  debate.  But  computer 
users  rarely  have  much  choice  in 
the  matter.  If  you  buy  a  personal 
computer,  you'll  get  BASIC.  It's 
usually  built  into  the  computer. 
If  you  learn  programming  at 
school,  you'll  get  Pascal.  It's 
built  into  the  curriculum. 

Of  course,  other  languages 
can  be  purchased  for  personal 
computers  and  are  sometimes 
taught  in  schools,  but  BASIC 
and  Pascal  are  by  far  the  most 
common  ways  that  most  people 
are  learning  to  communicate 
with  computers. 

Why  is  it  that  Pascal  isn't 
built  into  consumer  computers 
and  BASIC  is  frowned  upon  by 
academics?  What's  the  difference 
between  these  languages?  Is 
Pascal  the  easier  language  to 
learn?  Or  is  it  just  the  easier  lan- 
guage to  teacli . 

The  goal  of  a  teacher  is  to 
pass  knowledge,  even  wisdom 
sometimes,  to  the  student.  Good 
teaching  accomplishes  this  trans- 
fer with  a  minimum  of  damage 
to  the  student's  creativity  and 
freedom  of  thought.  But  like  all 
human  activities,  teaching  can 
go  awry. 

On  the  first  day  pf  driver 
education,  the  teacher  told  me 
and  the  two  young  women  in 
my  group  that  we  couldn't  get 
into  the  car  until  we'd  promised 
to  follow  the  Three  Rules  of  Good 
Driving.  Evidently  there  had 

6    COMPUTE!    Moy19&l 


been  some  hair-raising  moments 
in  the  past  and  these  rules  were 
for  everyone's  safety.  1.  Keep 
your  eyes  on  the  road  at  all  times. 
2.  Keep  both  hands  on  the  wheel 
at  all  times.  3.  Always  use  the 
turn  signal,  but  also  roll  down 
the  window  and  signal  with 
your  hand  too.  This  last  rule 
struck  us  as  perhaps  excessive. 
For  one  thing,  we'd  never  seen 
anyone  driving  like  that.  And 
doesn't  rule  3  violate  rule  2? 

Never  mind,  that's  the  way 
to  drive.  As  the  weeks  pro- 
gressed, other  strange  rules  were 
added:  Don't  adjust  the  mirrors 
or  the  seatbelt  while  in  motion, 
never  converse  with  other  pas- 
sengers, and  so  on.  We  followed 
the  rules,  but  of  course  dis- 
covered later  that  these  were  not 
realistic  guidelines.  Some  of 
what  we  had  been  taught  were 
the  Rules  of  Good  Driver  Educa- 
tion, as  distinct  from  rules  of 
good  driving. 

I  suggest  that  Pascal  is  not 
easier  to  learn  than  BASIC.  Nor 
is  Pascal  more  flexible  or  faster 
to  program  in  than  BASIC.  In 
fact,  Pascal  has  no  significant 
advantage  over  BASIC  save 
one — it  is  easier  to  grade. 

That's  because  Pascal  and 
languages  like  it  stress  structured 
progranming.  Pascal  has  more 
rules  than  BASIC.  For  example, 
in  BASIC  you  can  create  variables 
anytime  vou  want  to.  Just  say 
INCOME  =  15000  and  that's  that. 
In  Pascal,  you  must  define  your 
variables  at  the  start  of  the  pro- 
gram. You  must  declare  whether 
they're  integer,  string,  floating 
point,  etc. 

Another  rule  associated  with 
Pascal  is  program  formatting: 
Loops  should  be  indented,  each 
programming  event  should  be 
on  its  own  line,  and  subroutines 
should  be  set  off  by  additional 


spacmg. 

A  third  rule  is  possibly  the 
most  confining:  You  are  not  al- 
lowed to  GOTO.  In  BASIC,  this 
command  allows  you  to  branch 
to  any  other  instruction  in  the 
program.  And  you  can  keep  on 
branching  at  will.  Pascal  permits 
branching,  but  you  must  always 
return  to  the  place  from  which 
you  branched. 

Forbidding  GOTO  branches 
is  the  keystone  of  structured 
programming,  and  it  has  an  im- 
portant effect  on  the  way  a  stu- 
dent approaches  programming. 
Before  actual  programming  can 
begin,  the  programmer  must 
plan  the  structure  of  the  pro- 
gram. This  is  analogous  to  the 
requirement  imposed  by  some 
English  teachers  that  no  one 
should  begin  writing  an  essay 
until  they've  first  constructed 
a  detailed  outline.  In  Pascal 
classes,  flowcharts  abound. 

Pascal,  of  course,  is  not  a 
terrible  way  to  program  com- 
puters. And  BASIC  isn't  perfect. 
They  differ  mainly  in  the  psy- 
chological effects  they  have  on 
programmers.  But  if  the  primary 
virtue  of  Pascal  is  that  it  is  the 
easier  language  to  teach,  maybe 
some  questions  should  be  raised. 
The  most  important  question 
might  be — is  Pascal  the  best  lan- 
guage to  learn? 

What's  worrisome  about 
Pascal's  emphasis  on  preplanning 
and  its  blizzard  of  rules  is  that 
such  academic  programming 
might  be  the  only  experience 
many  people  will  ever  have  with 
computer  programming.  They 
might  assume  that  all  computer 
languages  are  restrictive.  They 
might  never  go  on  to  discover 
that  communicating  with  com- 
puters can  be  an  exceptionally 
rewarding,  even  entertaining, 
pastime. 


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Comcisie  Pdrtonai  Accognnni  Eoumale  L.jni  Pen  Piayj.ouno  So!l*3re  ana  Aipnaosi  Ccmsiruclion  Set  ape  tfademaiKs  or  Fuiurenouse  Inc  Boi  UTO  Chapel  HiII  nc  27514  Com- 
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lively 


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Coming  In  Future  Issues 

Choosing  The  Right  Printer 

A  Survey  Of  Inexpensive 
Printers 

Three  Challenging  Games 
For  Several  Computers: 
Pests,  Devastator,  And 
Olympiad 

Lightning  Sort 

All  About  Commodore 
Cassettes 

Atari  Mocrodos 

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not  necessarily  those  ot  COIvlPUTEt 


PFT.  Ci^.  viC-20  and  Coir-.modOfG  64  cie  Ircdemcrks  ot 

Ccmmodore  Business  MGcnines,  ir.c ,  ond'of  Commcdoie  Fiecfoncs  i,imitcd 

Ar^le  IS  c  rroae!Tncr!(  ot  Apple  Compurei  ConiDanv 


ATARI  b  o  tiDderrrarl*  ot  Atoil.  Inc 

vo^'ifl.  !5  a  trodemofk  erf  Teiias  Insmjir^rts.  Inc 

'  S'^z  S^cli  CcJor  ComDgler  -^  a  Iicde-Tirak  □!  Tcnay.  Inc 


8    COMPUTE!    rv4ay1984 


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READERS'  FEEDBACK 


The  Editors  ond  Reoders  of  COMPUTEi 


Can  Disks  Be  Mailed? 

Should  disks  be  mailed,  and  if  so,  what  is  the 
proper  way  to  mail  them? 

Brian  Mangan 

Disks  can  he  mailed,  as  km^  as  they  are  enclosed  in  a 
snugli/  fitting,  rigid  package.  Many  office  supply  stores 
sell  padded  jackets  (called  tnailers)  especially  made  for 
5V4-iuch  disks.  Also,  for  what  it's  worth,  many  users 
ivrite  a  message  on  the  outside  of  the  mailer,  to  warn 
mail  handlers  that  the  package  contains  a  magnetic 
recording  which  can  be  damaged  by  electromagnetic 
fields. 

Commodore  Sequential  Append 

I  recently  made  a  discovery  that  1  think  will  help 
programmers  using  Commodore  disk  drives  to 
create  and  use  sequential  files.  In  addition  to  writing 
a  sequential  file  (OPEN  2,8,2, "SEQFILE,S,W") 
and  reading  a  sequential  file  (OPEN  2,8,2, 
"SEQFILE,S,R"),  it  is  possible  to  append  a  se- 
quential file.  This  is  a  great  help;  rather  than 
having  to  rewrite  the  entire  file  when  additions 
are  made  (OPEN  2,8,2,"f"  0:SEQF1LE,S,W"),  all 
you  have  to  do  is  use  an  A  in  place  of  the  W  when 
you  open  the  sequential  file  for  writing:  OPEN 
2,8,2,  "SEQFILE,S,A".  The  DOS  finds  the  end  of 
the  file  and  simply  adds  on  the  new  data.  You 
use  the  regular  PRINT#2  statement  to  accomplish 
this. 

Steve  Gibson 


Disabling  The  Atari  Break  Key 

I  want  to  inform  your  readers  about  a  technique  1 
discovered  that  disables  the  Atari's  BREAK  key, 
but  does  not  need  to  be  reexecuted  after  each 
GRAPHICS  command.  It  is  so  simple  that  I  wonder 
why  no  one  has  ever  mentioned  it,  or  if  it  conflicts 
with  something  that  I  have  not  yet  found  out: 

POKE  566,143:POKE  567,231     to  disable 
and 

POKE  566,84:POKE  567,231     to  enable 

The  preceding  statements  change  the  BREAK  key 
interrupt  vector  to  point  to  address  59279  ($E73F) 
which  contains  a  machine  code  PLA  and  RTI  in- 
struction used  by  the  OS.  This  method  will  work 

10     COMPUII!     May  1984 


only  with  the  OS  B  ROMs,  which  contain  the  in- 
terrupt vector  for  the  BREAK  key. 

Neil  Weisenfeld 

ATI  Quit  Fix 

Have  you  ever  hit  FUNCTION -f-  instead  of  SHIFT 
+  while  you  are  typing  in  a  program?  It's  ex- 
tremely frustrating  to  see  all  your  work  go  down 
the  drain.  Here's  a  way  to  disable  the  QUIT  key 
on  the  TI. 

To  do  this  you  will  need  either  the  Mini  Mem- 
ory or  Editor/ Assembler  cartridge  or  Extended 
BASIC  and  the  32K  Memory  Expansion.  This  is 
because  the  console  BASIC  does  not  contain  the 
CALL  LOAD  subprogram  (better  known  as 
POKE).  Whenever  you  turn  your  computer  on, 
type  the  following  line  in  the  command  mode: 
CALL  LOAD(-31806,16).  This  will  disable  the 
QUIT  key.  If  vou  are  using  Extended  BASIC,  use 
CALL  INIT::CALL  LOAD(-31806,16).  If  you  wish 
to  return  to  the  Master  Title  Screen,  you  can  still 
do  so  by  typing  BYE. 

Credit  for  this  information  goes  to  the  docu- 
mentation that  comes  with  the  TI  Forth  package. 

By  the  way,  does  anybody  know  of  a  compre- 
hensive memory  map  for  the  TI? 

Davin  A.  Trulsen,  Jr. 


What's  An  EPROM? 

I  would  like  to  know  what  EPROMs  are  and  what 
they  are  used  for. 

Bob  Cullen 

EPROM  stands  for  Erasable  Programmable  Read  Only 
Memory.  EPROMs  are  memory  chip's  which  can  "re- 
member" programs  even  when  the  cotnputer's  power  is 
sioitched  off.  Important  machine  language  programs 
like  the  BASIC  language  or  the  computer's  operating 
system  are  often  permanently  stored  in  ROM,  but  stand- 
ard ROM  can  be  programmed  only  once  (lohcn  the  chip 
is  made).  EPROMs,  on  the  other  hand,  can  be  pro- 
grammed by  any  computer  user  with  a  relatively  simple 
peripheral  device,  the  EPROM  programmer.  EPROMs 
can  also  be  erased  by  exposhig  them  to  ultraviolet  light. 
You  could  use  an  EPROM  to  store  any  machine  lan- 
guage program  you  use  frequently — even  to  make  your 
ozt^n  game  cartridges. 


Thanks  To  CompuServe's 

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from  all  over  the  U.S.  and  Canada  are 
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That'll  fool  the  "lurkers;'  those  CB 
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You  can  access  CompuServe 
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64  Sprite  Collisions 

I  have  a  Commodore  64,  and  am  having  trouble 
with  collision  detection  with  sprite  graphics.  I  use 
the  following  line  to  check  for  collisions: 

IF  {PEEK(53278)ANDX)  =  X  THEN  action 

This  is  easy  to  convert  to  machine  language.  In  all 
of  my  programs,  this  statement  is  unreliable. 
Sometimes  it  detects  a  collision  between  two 
sprites  when  they  aren't  colliding,  other  times  it 
doesn't  detect  a  collision  when  they  are  touching, 
and  other  times  it  works  just  fine. 

I've  read  in  past  articles  that  this  problem 
may  be  caused  by  "sparkle"  on  the  64,  and  that 
the  solution  to  the  problem  is  to  relocate  screen 
memory.  I  tried  that,  and  it  didn't  help. 

I've  also  found  that  by  putting  a  PRINT 
PEEK(53279)  in  my  programs,  the  collision  regis- 
ters work  every  time.  But  I  don't  know  how  to 
PRINT  a  PEEK  in  machine  language. 

Eric  Rotenberg 

First,  sparkle  can  cause  spurious  collisions  with  sprites, 
but  yoii  have  to  relocate  the  character  set,  not  the  screen, 
to  disable  the  sparkle.  Second,  be  aware  of  the  nature  of 
the  collision  register.  U  is  set  when  two  sprites  collide, 
and  stays  set,  even  after  the  sprites  have  moved  away 
from  each  other. 

Also,  the  register  is  cleared  whoi  i/ou  try  to  read 
it,  so  you  can't  keep  doing  an  LDA  or  a  PEEK  to  check 
for  different  collisions.  The  first  PEEK  resets  the  reg- 
ister. If  the  sprites  are  still  touclting,  they  will  then  set 
the  collision  register  again.  When  you  are  checking 
for  a  collision,  save  the  results  of  the  first  PEEK  for 
later  use. 


BASIC  B  For  The  Atari  400  And  800? 

1.  Is  Atari  going  to  make  a  Revision  B  of  BASIC, 
as  found  in  the  new  XL  series  on  cartridge  or  other 

form  for  the  400  and  800  computers? 

2.  I've  been  having  trouble  with  my  BASIC  car- 
tridge. Pac-Man  works  just  fine,  but  when  I  plug 
in  BASIC,  either  the  screen  goes  blank,  or  I  get 
two  clicks  and  the  screen  goes  blank,  or  it  goes 
right  into  memo  pad  mode.  This  happens  after  I 
put  in  any  other  cartridge.  Can  anyone  help  me? 

Kevin  Bailey 

As  far  as  ive  know,  Atari  has  no  plans  for  offering  an 
upgraded  BASIC. 

Even  though  ROMs  are  sturdy,  solid-state  devices, 
they  can  be  damaged  by  static  electricity  or  by  being 
dropped.  It's  a  good  idea  to  ground  yourself  (hy  touching 
something  made  of  metal)  before  you  operate  any  com- 
puter equipment.  But  your  BASIC'S  not  necessarily 
bad.  You  may  just  need  to  clean  the  contacts. 

Normally,  the  contacts  are  not  exposed,  but  you 
can  stick  a  pencil  or  paper  clip  into  the  slot  to  lower  the 

12     COMPUn".     May  1984 


protective  hood.  Then,  using  a  swab  and  rubbing  alcohol, 
thoroughly  clean  the  contacts,  then  let  the  cartridge 
dry.  Incidentally,  this  is  also  a  recommended  procedure 
for  your  Operating  System  board  and  other  RAM 
boards.  You  may  also  want  to  try  some  TV  tuner  cleaner 
in  place  of  the  rubbing  alcohol. 

We  don't  knoiv  of  any  problems  with  one  cartridge 
leaving  the  machi)ie  in  a  state  that  prevents  it  from 
running  another  cartridge,  especially  since  the  power  is 
cut  off  between  cartridge  changes.  If  any  other  readers 
are  having  similar  problems,  or  have  a  cure,  please 
lorite  in. 


Slow  Tl  BASIC 

In  his  review  of  Robot  Runner  for  the  TI-99/4A  in 
COMPUTE!,  January  1984,  Tony  Roberts  stated  that 
games  written  in  BASIC  on  the  TI  are  notoriously 
slow  because  the  microprocessor  can't  interpret 
BASIC  fast  enough.  I  want  to  clear  up  any  impli- 
cation that  the  TMS9900  CPU  in  the  99/4A  is  at 
fault. 

TI  BASIC  is  indeed  slow,  due  to  the  unusual 
architecture  of  the  machine  and  the  design  of  the 
BASIC  interpreter.  First  of  all,  the  RAM  in  which 
BASIC  programs  are  stored  is  not  CPU  RAM.  The 
16K  of  RAM  in  the  99/4A  is  maintained  by  the 
TMS9918A  video  display  processor  (VDP).  There 
are  only  256  bytes  of  CPU  RAM  in  the  99/4A 
console. 

Every  time  the  microprocessor  accesses  or 
RUNs  a  BASIC  program,  it  must  request  the  pro- 
gram from  the  VDP  one  byte  at  a  time,  one  state- 
ment at  a  time.  This  causes  a  great  increase  in 
execution  time,  because  the  microprocessor  must 
wait  for  the  VDP.  While  the  TMS9900  micro- 
processor is  a  word-oriented  (16  bits)  chip,  the  VDP 
works  in  bytes. 

The  second  reason  why  TI  BASIC  is  so  slow 
is  that  the  interpreter  itself  is  not  written  in 
machine  language.  It  is  written  in  another  high- 
level  language  known  as  Graphics  Programming 
Language,  or  GPL.  The  GPL  interpreter  is  also 
built  into  the  99/4A  console.  Thus,  whenever  a 
BASIC  program  is  RUN,  a  double  hiterpretation 
takes  place.  This  is  similar  to  writing  a  BASIC 
interpreter  in  BASIC  for  an  IBM  PC.  It  is  really 
amazing  that  the  TMS9900  can  run  BASIC  as  fast 
as  it  does,  considering. 

Chris  Clark 


Use  Of  COMPUTE!  Programs 

Concerning  the  "Readers'  Feedback"  of  Sep- 
tember 1983,  you  stated  that  the  programs  in  COM- 
PUTE! are  not  in  the  public  domain,  and  that  only 
people  who  own  a  specific  issue  of  COMPUTE!  can 
have  access  to  the  programs  in  that  issue.  My 
question  is,  what  if  a  computer  club  takes  out  a 


'■■Mm^m^ 


A  SOFTWARE 

STAR  IS 

BORN 


A  Prentice-Hall  Company 

11480  Sunset  Hills  Rd. 

Reston,VA  22090 

Available  at  your  local  bookstore  and  computer  retailer,  or  call  us  at 

(800)  336-0338 


MovieMaker'"  brings  the  art  of  computer  animation  to  your  Atari 
Home  Computer^.  And  turns  you  into  the  director.  No 
programming  is  necessary,  just  imagination,  flair  and  a  desire  to 
experiment.  MovieMaker"  is  a  powerful,  innovative  tool  that  lets 
you  devise  the  action,  set  the  scene,  create  the  actors  and  stage 
the  action.  The  "Compose"  mode  lets  you  draw  characters  and 
background,  with  a  special  "Mirror"  function  for  quick  and  easy 
duplication  of  shapes.  The  "Zoom"  lets  you  add  incredible  detail 
for  astounding  realism.  When  you  "Record,"  you  film  and  edit  up 
to  300  frames  of  continuous  action,  controlling  speed,  sequence, 
colors,  camera  angles  and  layers  of  sound.  And  the  "Smooth" 
function  eliminates  oil  flicker.  The  results  ore  so  professional,  youll 
want  to  film  one  dream  after  another.  And  you  can,  without  ever 
leaving  your  keyboard.  That's  the  reason  why  MovieMaker"  is 
the  best  selling  software  from  Creative  Pastime". 


MovieMaker"  is  a  Creative  Pastime' 
Reston  Software" 


from 


Conning  soon  for  Apple,™  I  BAA-PC,"  Commodore  64" 

Far  the  Atari  800/ 1 200*  Computef 

Atori  i£  0  registered  trademark  of  Atori,  Inc. 


subscription  to  COMPUTE!?  Would  that  dub  be 
allowed  to  place  those  programs  in  those  issues 
in  its  library  for  all  members?  And  what  if  a  school 
or  public  library  takes  out  a  subscription?  Could 
everyone  who  is  allowed  access  to  the  library  be 
allowed  access  to  those  programs  in  those  issues? 

Gary  Lee  Crowell 

Sony,  the  answer  in  each  case  is  no.  You  can  only  use 
the  programs  in  an  issue  0/ COMPUTE!  if  you  own  a 
copy  of  that  issue. 


ViC  Video  Typewriter 

I  have  written  a  short  program  that  transforms 
your  VIC  into  a  typewriter  (without  any  annoving 
syntax  errors).  I  use  it  to  practice  my  typing  after 
school.  To  disable  the  program,  use  the  fl  key. 

Vicky  Cwiertnie 

10  PRINTCHR$(8) :PRINTCHR$(14) 

20  POKE36a79, 26:PRINT"fCLR]" 

30  PRINT"**  VIDEO  TYPEWRITER  **" 

40  GETA$:IFA5=""THEN40 

50  IFA5="{F1] "THENEND 

60  IFA$=CHR5(13)THENPOKE3687a, 15:POKE3687 

6,220: FORX=1TO50 :NEXT: POKE36876 , 0 
70  PRINTA?,- :GOTO40 


Atari  Tape  Verify 

Here  is  a  one-line  program  which  verifies  that  an 
Atari  tape  file  is  recorded  properly.  The  utility 
works  whether  you  CSAVE,  LIST,  or  PRINT  (data) 
to  the  tape.  It  performs  essentially  the  same  as 
Michael  J.  Barkan's  "Atari  Verify"  (COMPUTE!, 
August  1983),  but  is  much  shorter.  This  utility 
can  be  LISTed  to  tape  and  ENTERed  from  tape, 
but  since  it  is  so  short,  it  is  easy  to  enter  it  from 
the  keyboard  in  direct  mode  (without  the  line 
number).  Just  use  this  line: 

0  CLOSE  #l:OPEN  #1,4,0,"C:":FOR  A  =  1  TO 
400:GET  #1,A:NEXT  A 

After  recording  a  file  on  tape  and  while  the  pro- 
gram or  data  is  still  in  memory,  enter  and  run  this 
utility.  Rewind  the  tape  to  the  beginning  of  the 
file  and  push  PLAY.  The  utility  will  read  the  entire 
file,  one  character  at  a  time,  to  insure  that  the  file 
is  recorded  properly.  Operation  will  end  with  an 
error  code.  If  you  get  this  code,  the  file  was  read 
successfully,  showing  that  it  is  good: 

136     END  OF  FILE 

If  you  get  one  of  the  following  error  codes,  save 
the  file  again,  since  it  could  not  be  read  by  the 
computer: 

138     DEVICE  TIMEOUT 

140     SERIAL  BUS  ERROR 

143     DATA  FRAME  CHECKSUM  ERROR 

The  same  variable  is  used  for  loop  control  and  to 

M     COMPUTE!     May  1984 


hold  each  character  as  it  is  read  from  tape.  This 
way,  the  loop  never  ends  and  will  check  any  length 
of  file.  This  variable  can  be  changed  to  one  of  those 
in  your  program,  if  desired,  to  avoid  adding  to 
the  Variable  Name  Table  of  your  program. 

Douglas  J.  Wilder 


Tl  Randomness  Test 

Richard  Mansfield's  article  "Zones  Of  Unpredict- 
ability, Part  2"  ("The  Beginner's  Page,"  COMPUTE!, 
December  1983)  included  a  program  called  "Ran- 
domness Test."  Since  it  wouldn't  work  on  my 
T1-99/4A,  I  wrote  a  similar  program.  It  takes  several 
thousand  cycles  to  get  close  to  even  distribution 
for  each  number,  but  it's  fun  to  let  it  run. 

Gaston  Porterie 


100  CALL  CLEAR 

110  PRINT  "TEST  OF  THE  RANDOM 
R"  ,  "FUNCT I  ON  ON  THE  Tl-99' 

120  PRINT  "PLEASE  WAIT..." 

130  T=T+1 

140  RANDOMIZE 

1  50  >;  =  I  NT  (  10*RND  1  +  1 
1 60  A ( X) =A  <  X  )  +1 

170  FOR  1=1   TO  10 

1 30  P  (  I  1  =  I  NT  ( A (  I  )  / T  *  1 0 0 ) 

190  NEXT   I 

200  IF  T  /  1  00':  ■>  INT  \T/ 1  00)  THEN 

2  10  CALL  CLEAR 

2  20  PRINT  "AFTER": 

NDOMI ZATION" 

2  30  PRINT 

240  PRINT  "RANDOM' 

CCURRENCE" 

250  S=0 

260  FOR   1=1   TO  10 

270  PR  I  NT  I  , P (  I  ) 

280  S=S+P ( I > 

290  NEXT  I 

300  PRINT  '■".■' ' 

310  PRINT  "TOTAL". 

320  GOTO   1 3  0 


NUMBE 


1  30 


T ;  "CYCLES" ;  "OF  RA 


"NUMBERS' 


/. 


Easy  DATA  Statements 

Here  is  a  one-liner  that  I  have  found  very  useful 
while  programming  many  statements  that  are 
almost  identical.  Used  in  the  direct  mode  it  can 
yield  a  set  of  DATA  statements  that  fill  the  screen. 
The  program  can  just  as  easily  use  POKE,  or  REM 
statements,  or  any  combination  of  these. 

FOR  X  =  100  TO  300  STEP  10:PRINT  X  "DATA"; 
NEXTX 


Chuck  Cole 


Constant  1541  Errors 

Ever  since  I  bought  my  1541  disk  drive,  I  have 
been  getting  the  errors  23  READ  ERROR  and  27 
READ  ERROR.  This  not  only  happens  on  my 


&)FTWARE  ABTISTS? 


TO  MAKE  THE  FIRST  BASKET- 
BALL PROGRAM  that  feels  like  the 
real  thing,  it  helps  to  start  with  two  guys 
who  know  what  the  real  thing  feels  like. 

Enter  Larry  Bird  and  Julius  Erving. 
Bird  —  the  hustler,  the  strong  man, 
deadly  from  outside.  Erving  —The 
Doctor,  maybe  the  most  explosive 
player  in  the  history  of  the  game. 

We  talked  to  them,  photographed 
them  in  action,  studied  their  moves  and 
their  stats  and  their  styles.  Then  we 
set  out  to  create  on  computer  disc  an 
event  which  may  never  happen  in  rea 
life.  We  put  the  two  of  them  together 
on  a  dream  court  of  light,  for  an  elec- 
tronic afternoon  of  one-on-one. 

It  wasn't  easy.  When 
they  talked,  we  listened. 
When  they  criticized, 
we  made  big  changes. 
When  they  gave  sug- 
gestions, we  took  them. 

And  it  shows.  This 
thing  is  absolutely  un- 
canny. You  actually 
take  on  all  the  skills  and 
characteristics  of  Bird 
or  The  Doctor  —  their 
own  particular  moves, 
shooting  abilities,  even 
strength  and  speed. 

You'll  meet  with 
fatigue  factors,  hot  and 
cold  streaks,  turn- 
around jump  shots, 
and  360-degree  slam 
dunks.  But  there's  some  whimsy  in 
here,  too  — a  funny  referee,  a  shattering 
backboard,  even  instant  replay. 

It's  called  Julius  Erving  and  Larry  Bird 
Go  One-on-One.' You  Ve  Bird.  Or  you're 
The  Doctor.  And  that's  the  last  deci- 
sion you'll  have  plenty  of  time  to  make. 


How  we  got  this  year's  hottest  sports  game  out  of 
two  rather  inexperienced  designers. 


Julius  Erv-ing  and  Larry  Bird  Go  One-on-Onc  ii  now  av.!:l.ifcL-  on  iiiL^tif  br  Apple  U.  Il-r,  and  lie  compuwis.  Apple  is  a  Tcgstered 
trademark  of  Apple  Ccmpurcr  To  find  out  more  about  ElecTronic  Arrs  and  iis  prcducis,  wriic  m  al  2755  Campus  Drive.  San  Matec.  CA  94403  or 
call  i4I5l  571-7171.  Ftif  x  t'rci- tratalop.  -send  a  stamped,  self  addressed  if  10  envelope. 


NOW  AVAILABLE  FOR 
THE  COMMODORE.64 


ELECTRONIC  ARTS  ■ 


disks,  but  also  on  prepackaged  disks.  I  have  read 
what  these  errors  mean  in  Appendix  B  of  my 
disk  users  guide,  but  these  descriptions  don't  tell 
me  much. 

Could  you  please  give  me  more  information 
on  these  errors,  and  tell  me  what  I  can  do  about 
them? 

Jay  Elmore 

The  fact  that  this  occurs  both  on  your  oxiui  disks  and  on 
commercial  disk  programs  strongly  indicates  a  tmrdzvare 
problem.  Ask  the  dealer  front  whom  you  purchased  the 
drive  for  the  address  of  the  nearest  service  center  and 
have  the  drive  checked  out. 


Sprite  Data  Problems 

I  am  a  Commodore  64  owner  and  I  have  a  question 
about  sprites,  I  understand  how  to  create  a  sprite 
and  move  it  around  the  screen.  I  also  know  how 
to  move  more  than  one  sprite,  if  the  data  for  them 
is  the  same.  My  problem  occurs  when  I  have  more 
than  one  set  of  data.  1  can't  seem  to  get  both  sprites 
on  the  screen  at  the  same  time.  The  Programmer's 
Reference  Guide  doesn't  have  an  example  with  two 
sets  of  data.  I  would  appreciate  it  if  you  would 
help  me  out. 

Seth  Hausman 

Jim  Butterficld  replies: 

1  can  think  of  tivo  possible  problems  with  your  sprites: 

1.  You  may  have  forgotten  to  link  each  sprite  to  its 
drawing  in  memory.  With  normal  memory  mapping, 
sprite  0  needs  to  have  its  draioing  number  (usually  11, 
13,  14,  or  15)  placed  into  memory  address  2040,  sprite 

1  into  2041,  and  so  on  up  to  sprite  7  into  address  2047. 
If  you  use  drawing  number  11,  the  drawing  of  the  sprite 
should  be  in  addresses  704-766  decimal;  for  number 
13,  addresses  832-894;  for  number  14,  addresses  896- 
958; and  for  15,  960-1022. 

2.  Many  sprite  register  addresses  control  all  eight 
sprites  at  the  same  time.  To  turn  sprite  0  on,  you  would 
POKE  53269,1;  to  turn  sprite  1  on,  you  would  POKE 
53269,2;  to  turn  them  both  on,  you  would  add  1  and 

2  and  POKE  53269,3.  The  following  table  shmos  the  bit 
values  for  each  sprite: 

Sprite   0-1 
1-2 
2-4 
3-8 
4-16 
5-32 
6-64 
7-128 

Thus,  to  turn  on  sprites  0,  2,  and  4,  we  add  1+4  +  16 
and  POKE  53269,21. 

Be  sure  that  you  keep  the  difference  between  a  sprite 
number  and  a  drazoing  number  clear  in  your  mind. 
Several  sprites  can  u5e  one  drawing  (or  "definition"); 
or  a  single  sprite  can  be  switched  from  one  drawing 

16     COMPUH!     MO¥l964 


to  another  as  it  moves  its  arms,  legs,  tentacles,  or 

whatever. 


Using  Atari  Cartridge  Memory 

I  have  an  Atari  800,  and  am  currently  writing  a 
text-adventure  game  using  the  Assembler  Editor 
cartridge.  I  hope  to  run  the  program  without  the 
cartridge  when  I'm  finished.  How  can  I  use  the  8K 
block  of  RAM  used  by  cartridge  (not  to  mention  all 
those  zero-page  pointers  that  the  cartridge  uses)? 
Does  it  have  to  go  to  waste?  I  hope  not,  because 
I'll  need  ail  the  memory  I  can  get  for  this  thing. 

John  Bushakra 

No,  the  memory  need  not  be  wasted,  but  you  cannot 
test  the  program  with  the  Assembler  Editor.  Just  define 
the  memory  you  need,  then  assemble  your  program 
to  disk.  The  object  code  will  not  go  into  memory,  but 
will  become  an  executable  object  file  on  the  disk.  The 
syntax  is: 

ASM„#D:filename 

You  can  then  take  all  the  cartridges  out  of  your  machine, 
boot  DOS,  then  Load  Binary  File.  If  you  make  these  the 
last  two  lines  of  your  machine  code 

*  =  S2E0 
.WOR  START 

ivhere  START  is  a  label  for  the  start  address,  your  pro- 
gram will  run  automatically  after  it  is  RUN.  Othenoise, 
you'll  have  to  use  Run  At  Address  to  start  your  program 
'from  DOS. 


More  Solutions  For  Tl  Cortridge 
Loading  Problems 

In  the  January  1984  "Readers'  Feedback,"  I  read  a 
question  about  TI-99/4A  cartridge  loading  prob- 
lems. The  problem  was  with  lockup  of  the 
keyboard  and  broken  screen  display  patterns  after 
insertion  of  a  program  cartridge.  The  remedy 
given  by  COMPUTE!  was  to  clean  the  contact  strips 
of  the  program  cartridge.  I've  found  this  to  help, 
yet  also  discovered  that  this  is  not  necessarily  the 
complete  solution.  The  cartridge  connector  exten- 
sion that  protrudes  from  the  main  circuit  board 
may  also  be  at  fault.  To  remedy  the  problem  means 
disassembling  the  computer,  cleaning  the  contacts 
on  both  sides  and  both  ends  of  the  cartridge  con- 
nector extension.  This  solved  all  of  the  problems  I 
had  encountered. 

Richard  Winslow 

About  four  months  after  buying  my  TI,  1  had  the 
same  problem  with  loading  the  cartridges.  !  solved 
the  problem  by  taking  apart  the  computer  and 
straightening  the  bracket  which  the  cartridge 
plugs  into.  (It  was  bent.)  Works  perfectly  now. 

David  L.  Jones 


Dmmff' 


whether  you're  a   be- 
ginner  or   an    experi- 
enced user,  Reston  can 
expand  the  world  of 
the  Commodore  64" 
for  you. 

COMMODORE  64™ 
COLOR  GRAPHICS:  A 
BEGINNER'S  GUIDE, 
by  Shaffer  and  Shaffer,  explains  how  the 
Commodore  64  operates  and  teaches 
you  how  to  read,  understand  and  write 
simple  basic  programs  for  generating 
color  graphics.  Each  topic  includes  a 
BASIC    programs,    line-by-line    explana- 
tions, and  illustrations  of  what  the  screen 
should  look  like. 

COAAMODORE  64~  DATA  FILES,  A 
BASIC  TUTORIAL,  by  David  Miller,  is  a 
step-by-step  tutorial  which  takes  the 


mystery  and  misery  out 
of  creating  files.  You'll 
learn   how  to   manipu- 
late and  create  your 
own  f  les  for  home, 
hobby,  business,  educa-  ;= 

tional,  and  investment         :—    -  .---.j-t:^ 
purposes.  -"  rg^f;^ 

ADDING  POWER  TO 
YOUR  COAAMODORE  64",  by  Steve 
Cates  and  Vahe  Guzelimian,  uses  a  first- 
of-its-kind  utility  approach  to  help  you 
master  more  of  the  advanced  computing 
power  of  your  machine  than  you  ever 
though  possible.  You'll  get  an  inside  look 
at  the  workings  and  advanced  features, 
all  in  an  easy-to-understand  style. 

MASTER    MEMORY   MAP:    COMMO- 
DORE 64",  by  Paveiko  and  Kelly,  is  a 
clearly  written,  friendly  guide  to  all  the 


Commodore  64""s 
memory    locations    — 
places  inside  the  com- 
puter which  act  in 
special  ways.  You'll 
learn  lots  of  special 
uses,  including  how  to 
make  music  or  create 
special  characters  for 
video  gomes. 

You  can  find  these  guided  tours  of  the 
Commodore  64'"  at  your  local  bookstore 
or  computer  store.  Or  order  directly  from 
Reston  at  (800)  336-0338. 

Reston  Computer  Group 

A  Prentice- Ha  1 1  Company 
1 1480  Sunset  Hills  Rood 
Reston,  Virginia  22090 

COMMODORE  64  is  a  trademark  of 
&>mmodore  Electronics 


I  discovered  that  slightly  lifting  the  back  of  an  in- 
place  cartridge  seems  to  improve  contact.  So  I 
cemented  a  small  rectangle  of  soft  black  plastic 
about  .1  inch  thick  onto  the  cartridge  insertion 
area  to  lift  each  cartridge  a  little. 

I  also  use  a  "Widgit"  (Navarone  hidustries) 
that  holds  three  command  modules  and  prevents 
some  wear  and  tear  on  contacts. 

John  K.  Newell 

VIC  Video  Revisited 

I  made  some  modifications  to  Jim  Butterfield's 
program  in  "Visiting  The  VIC-20  Video,  Part  4" 
(COMPUTE!,  August  1983)  that  I  think  your  readers 
will  be  interested  in.  Although  the  program  is  a 
little  slow,  the  patterns  that  result  are  remarkable. 

The  program  is  short,  but  because  of  the 
loops,  it  runs  for  a  while.  To  get  some  really  inter- 
esting three-dimensional  patterns,  try  inputs  with 
a  value  of  1.02,  1.03,  1.04,  etc.  The  input  sets  a 
step  value  for  line  600.  An  input  of  2  will  give  a 
gray  field. 

William  B.  Broome 

100  POKE56,22:CLR 

105  INPUT" {CLR}PATTERN  #";C 

110  POKE36869,222 

120  P0KE36a66,144 

130  POKE36867,32 

200  FORJ=6144T08191 

210  POKE J, 0: NEXT J 

300  FORJ=0TO255 

310  POKEJ+5632,J 

3  20  NEXTJ 

330  F0RJ=37888TO38911 

340  POKEJ,0: NEXTJ 

600  FORJ=6100TO8800  STEPC 

610  X=128 

620  FORK=JTOJ+7 

630  P0KEK,PEEK(K)0RX 

640  X=X/2 

650  NEXTK,J 

700  GOTO700 

Try  adding  STEP  C  to  line  620  as  well,  to  get  another 
interesting  effect. 


Another  Kerosene  Warning 

A  letter  in  your  January  1984  issue  questioned  the 
use  of  kerosene  heaters  near  a  home  computer. 
You  compared  the  emissions  of  a  kerosene  heater 
to  those  of  a  gas  stove,  and  suggested  the  use  of 
an  electrostatic  air  cleaner  as  a  precaution. 

The  sulfur  content  of  most  kerosene  fuels  is 
high  enough  to  create  sulfur  oxide  levels  that  are 
technically  in  violation  of  EPA  clean  air  regula- 
tions. These  sulfur  oxides  can  corrode  exposed 
metals  and  cause  problems  with  electrical  contacts. 
Besides  the  corrosion  of  metals,  the  sulfur  oxides 
can  cause  health  problems. 

Since  the  combustion  products  of  kerosene 


are  gases  and  not  particulates,  an  electrostatic  air 
cleaner  will  not  help  clean  the  air  of  sulfur  oxides. 
An  activated  charcoal  filter  may  help,  but  this  is 
not  a  common  appliance  in  most  homes.  Corrosion 
problems  may  not  occur  with  other  electronic 
appliances,  such  as  televisions  or  radios,  because 
the  components  are  soldered  or  otherwise  perma- 
nently fixed  inside  the  appliance. 

Those  appliances  which  use  exposed  electrical 
contacts,  such  as  game  cartridges  and  computer 
keyboards,  are  most  prone  to  corrosion  by  sulfur 
oxides.  Readers  should  avoid  the  use  of  kerosene 
heaters  in  a  home  with  a  computer,  electric  type- 
writer, or  silver  tea  set. 

W.  J.  Tolonen 

VIC  Graphics  And  Super  Expander 

I'd  like  to  share  something  with  other  readers 
who  have  VIC  Super  Expanders.  We  find  that  it 
interferes  with  some  programs  written  for  the 
unexpanded  VIC,  especially  ones  with  custom 
characters.  When  I  find  such  a  program,  or  am 
told  to  "remove  all  expansion  devices"  for  a  certain 
program,  1  add  the  following  as  the  first  line  in 
the  program  (or  enter  it  in  the  direct  mode  before 
RUNning  the  program),  and  the  program  runs 
fine  with  the  Super  Expander  left  in.  (In  the  case 
of  two-part  programs,  insert  the  lino  in  the  second 
part.) 

POKE51,30:  POKE55,0:  POKE52,30:  POKE56,30: 
POKE646,6 

This  has  worked  on  every  program  I've  encoun- 
tered so  far,  and  what's  nice  about  it  is  that  you 
are  left  with  the  additional  memory  as  well. 

Robert  M.  Bleich 


The  Whiz KidsV^ere  Right 

I  would  like  to  point  out  an  error  in  your  response 
to  David  Smith's  question  about  Whiz  Kids  (COM- 
PUTE!, February  1984).  You  mention  that  the 
sprinkler  system  that  they  turned  on  should  have 
shorted  out  the  terminal  they  were  using.  You 
may  have  missed  this,  but  it  did  short  out.  For  a 
while  they  were  successful  in  keeping  the  terminal 
dry  by  standing  over  it,  using  their  jackets  as  um- 
brellas. But  when  the  water  did  get  to  the  terminal, 
it  shorted  out. 

Karen  Wilson 


COMPUTE!  welcomes  questions,  comments,  or 
solutions  to  issues  raised  in  this  column.  Write  to: 
Readers'  Feedback,  COMPUTE!  Magazine,  P.O. 
Box  5406,  Greensboro,  NC  27403.  COMPUTE! 
reserves  the  right  to  edit  or  abridge  published 
letters.  © 


18     COMPUTE!     Moy1984 


*•#« 


*»••• 


»sk: 


(JP 


.•*-.'.  ----J.  *- 


'^■^ 


pou  bypass  the  bumps,  detours 


h 


The  road  to  floppy  success  is  paved  with  Gold  Standards. 


Maxell  can  speed  your  success  in 
computing.  Helping  you  avoid  the 
traps  that  can  block  the  way  to  the 
information  you've  stored.  After  all, 
our  disk  has  outpaced  every  other  in 
performance  tests.  And  earned  a  life- 
time warranty. 

Consider  this:  disks  travel  through  a 
disk  drive  where  heat  builds  up.  And 
up.  Only  Maxell  designed  its  protective 
outer  jacket  to  defy  I40°E  So  the  disk 
keeps  its  shape.  And  keeps  your  infor- 
mation on  track. 


How  good  is  Gold?  Maxell's  the  disk 
that  many  floppy  drive  manufacturers 
trust  to  put  new  equipment  through 
its  final  paces. 

And  the  unique  way  we  pack  our 
oxide  particles  and  bind  them  together 
means  quality  for  the  long  run. 

Dropouts?  Disk  errors?  Just  pass 
them  by.  You're  on  the  Gold  Standard. 

maxell 

ITS  WORTH  rr 


mmifsta 
maxell 

Ra=PifD<SK 


M|E»2:D 


Ma-tell  Corporalion  of  America.  60  Oi  ford  Dri\-e.  Moonachie.  N.J.  07074    201  ■+408020 


The  Digital  Palette: 

Fundamentals  Of  Computer  Graphics 

Selby  Bateman,  Assistant  Editor,  Features 


... 

—_-—--— 

. 

pw^rts' 

9T^^7"    ■'"" 

'  U^^sjiA 

Your  computer  screen  is  a  colorful 
gateway  to  the  world  of  digitized 
graphics.  But  to  appreciate  all  the 
video  magic  that's  available,  you 
first  have  to  understand  the  basics. 
Here's  a  look  at  the  pixel  pozver  be- 
hind your  computer's  video  display. 


"I  remember  standing  back  with 
everyone  else,  saying  'There's 
no  way;  I'm  never  going  to  touch 
this  thing.  It's  not  creative 
enough,'  "  says  Kari  Beims  with 
a  laugh.  "I  took  a  computer 
graphics  class;  it  was  full  of 
people  like  me  who  are  in  the 
graphic  arts  field.  And  they  were 
petrified." 

The  "thing"  that  petrified 
Beims  and  her  classmates  was, 
of  course,  a  computer;  a  machine 
which,  when  used  as  a  graphics 
tool,  can  appear  so  novel,  so 
daunting,  and  ultimately  so 
seductive  that  artists  at  first  ex- 
posure may  be  simultaneously 
attracted  and  repelled. 

Beims  and  many  others  have 
changed  their  views  about  the 
computer  as  a  graphics  machine. 
An  artist  at  Maximus,  Inc.,  of 
McLean,  Virginia,  Beims  now 
uses  and  helps  promote  her  com- 
pany's new  Visualizer,  one  of  a 
new  breed  of  graphics  software 

20    COMPUni    May  1984 


packages  for  home  computers 
that  is  as  easy  to  use  as  it  is 
useful. 

"It's  a  lot  of  fun,"  Beims 
says.  "/  can  do  it,  and  I  have  no 
programming  experience.  I 
mean,  I  walked  into  here  know- 
ing nothing  about  computers." 

An  Undeniable  Attraction 

Graphic  artists  like  Beims  may 
be  among  the  most  perceptive 
analysts  of  how  well  a  computer 
functions  as  a  graphics  tool.  And 
although  the  polls  haven't  yet 
closed,  Beims  and  a  growing 
number  of  other  artists  are  pre- 
dicting a  landslide  in  favor  of  the 
computer. 

"It's  getting — I  hate  to  use 
this  term  because  everybody 
says  it — but  it's  getting  user 
friendly;  it  truly  is,"  Beims  says. 
"People  are  starting  to  ask 
graphic  artists  what  they  need, 
and  the  results  are  beginning  to 
show  up  in  the  computer  soft- 
ware and  the  peripherals.  And 
we  need  that." 

The  glow  of  a  computer 
screen  is  the  first  thing  that 
attracts  many  people  to  com- 
puting. You  don't  have  to  know 
anything  about  pixels,  raster 
scans,  character  sets,  and  RGB 
monitors  to  appreciate  that 


something  special,  something 
new  and  powerful  is  possible 
when  you  can  decide  what  ap- 
pears on  a  TV  screen. 

If  you  want  to  create  color- 
ful, high-resolution  graphics  for 
games,  business,  or  art,  today's 
microcomputers  have  the 
capabilities  to  produce  almost 
any  image  you  wish.  Peripherals 
such  as  light  pens,  graphics  tab- 
lets, and  touch  screens  will  free 
you  from  the  restrictions  of  the 
keyboard.  And  graphics  soft- 
ware packages  are  becoming 
surprisingly  easy  and  powerful 
tools  for  designing  anything 
from  pie  charts  to  paintings. 

You  Don't  Have  To  Be 
A  Genius 

A  20-year  fascination  with  com- 
puter graphics  led  Joseph  Deken 
to  write  the  text  last  year  for  Com- 
puter Images:  State  of  the  Art,  a 
full-color  collection  of  computer 
artworks.  Deken,  an  assistant 
professor  of  computer  sciences 
and  general  business  at  the  Uni- 
versity of  Texas  at  Austin,  uses 
an  Atari  800  and  one  of  the  IBM- 
compatibles  at  home.  He  believes 
you  don't  have  to  be  a  genius  to 
understand  and  appreciate  com- 
puter graphics. 

"1  use  graphics  to  teach 


RESTON 

AAAKES  THE 

ATARI 

CHILD'S 
PLAY 


Reston  Computer  Group"*  /^^\ 

A  Prentice-Hall  Company  f            J 

11480  Sunset  Hiils  Rd  ^^^J 

Reston,  VA  22090  ^^^ 


Available  ot  your  local  bookstore  and  computer  retailer, 
or  call  us  a)  (800)  336-0338. 

ATARI,  ATARI  PILOT,  ATARI  LOGO  ond  ATARI  400,  800,  600XL 
and  800XL  are  registered  trademarks  of  Atori,  Inc. 


Reston  has  the  books  which  make  learning  to  program 
Atari"'*  computers  fun. 


HELLO,  COMPUTER: 
AN  INTRODUCTION 
TO  BASIC,  by  Lawrence 
P.  Huelsmon,  can  help 
both  teen  and  adult 
beginners  learn  BASIC 
on  many  computers, 
including  Atari™,  using 
drills,  programming  problems,  games, 
cartoons  and  an  easy  conversational  style. 


SURVIVAL  ON 
PLANET  X  WITH  THE 
ATARI-  HOME 
COMPUTER,  by  Orkin 
and  Bogas,  uses  the 
exciting  adventures  of 
Vivian  on  Planet  X  to 
teoch  kids  basic 
programming  concepts  and  techniques.  The 
fun  is  Interspersed  with  short  programs. 


9t&^^.,tSS'- 


illustrated  by  noted  onimotor  Bud  Lucky. 
ATARI'"  LOGO  ACTIVITIES,  by  Steve  DeWitt,  provides  over  150  activities 
which  encourage  young  and  old  alike  to  be  inventive  and  creative  when 
using  Atari  Logo"  educational  language.  The  book  includes  five  big 
projects  ond  on  in-depth  discussion  of  Logo." 


ADVENTURES  WITH 
THE  ATARI",  by  Jack 

Hardy,  teaches  you  how 
to  write  adventure 
games  in  Atari  PILOr', 
Microsoft  BASIC,  and 
BASIC.  It  includes  six 
actual  adventure  games 
to  study,  type  in,  and  ploy,  plus  tips  and 
techniques  to  help  you  create  your  own. 


A+  PROGRAMMING 
IN  ATARI-  BASIC,  by 

John  Reisinger,  is  a  self- 
study  workbook  which 
gives  you  step-by-step 
instructions  for  BASIC 
programming  on  the 
Atari  400,  800,  600XL 
and  800XL'"  computers.  Stressing  top-down 
programming  in  a  fun  and  friendly  manner, 
this  book  is  perfect  for  school,  workshop 


and  computer  camp. 
If  you  want  to  make  learning  about  Atari"  computers  fun,  then 
make  Reston  the  teacher. 


PCjr,  the  neivfamUy 
and  personal  computer 
from  IBM®  comes  with  a  bt 
of  bright  ideas  to  help  make 
computing  easy. 

Tlje  keys,  for  example, 
are  color-coded  to  help  you 
hit  the  right  ones. 

Some  software  programs 
come  with  keyboard  overlays 
to  make  working  with 
■    them  more  convenient 

Then  there's  the 
keyboard  itself 

We  call  it  the  IBM 
"Freeboard"  became 
it's  free  of  a... 

// 


conmcting  cord. 


I / 

f t 


—  f  '  'T ^^ T 

■^       ir—  r— —  r 


f r 

f- r- 


r* 
r- 


»      r 


/ 


Little  Tramp  thiiniLttT  ItLcn^t'd  by  Bubbles  Inc.,  s.a. 


about  computers  in  introductory 
courses  at  the  universit}',"  he 
says.  "I'm  always  concerned 
with  the  stereotype  that  com- 
puters just  have  to  do  with 
mathematics.  And  I'm  concerned 
with  how  to  get  students  who 
aren't  mathematically  inclined 
interested  in  computers.  Graphics 
winds  up  being  a  good  vehicle 
for  that." 

An  important  first  step  in 
anyone's  computer  graphics 
education  is  the  knowledge  that 
capabilities  costing  thousands  of 
dollars  on  mainframes  just  a  few 
years  ago  are  now  available  on 
inexpensive  microcomputers. 
Learning  the  basics  of  computer 
graphics  can  now  be  inexpen- 
sive, simple,  and  often  fasci- 
nating. Once  you've  picked  up  a 
few  of  the  fundamentals,  you'll 
probably  appreciate  your  com- 
puter's graphics  abilities  even 
more. 

Have  Gun,  Will  Travel 

Faster  than  the  eye  can  follow — 
anywhere  from  25  to  60  times  a 
second — an  electronic  "gun"  in 
your  television  or  video  monitor 
discharges  a  beam  of  electrons 
toward  the  screen.  As  the  elec- 
trons hit  a  phosphor  coating  on 
the  inside  of  the  video  display, 
the  individual  picture  elements 
which  make  up  your  screen — 
called  pixels — arc  lighted.  This  is 
a  cathode-ray  tube,  the  most 
common  television  and  micro- 
computer screen  display  system. 

Rapid-fire  painting  and  re- 
painting of  the  image  on  the  TV 
screen  is  accomplished  by  the 
electron  gun's  repeated  drawing 
of  a  set  number  of  parallel  lines 
(usually  525)  from  left  to  right 
and  from  top  to  bottom.  This 
technique,  known  as  a  raster 
scan,  occurs  continuously  and  so 
rapidly  that  images  appear  to 
move  smoothly  across  the 
screen. 

The  creation  of  characters 
and  shapes  on  your  computer 
screen  is  similar  to  the  effects 
produced  when  thousands  of 
college  football  fans  use  flip  cards 

24    COMPUTE!    Mov1984 


tion  screen  from  Penguin  Software's  The  Complete  Graphics  System. 


to  spell  messages  of  team  sup- 
port from  the  stands.  The 
densely  packed  pixels  flip  either 
on  or  off,  and  from  color  to  color, 
in  response  to  directions  from 
the  computer.  The  more  pixels, 
the  higher  the  quaHty,  or  resolu- 
tion, of  the  screen  in^age. 

A  monochrome,  or  single- 
color,  video  display  uses  one 
electron  gun.  Red-green-blue 
(RGB)  monitors  use  three  elec- 
tron guns,  resulting  in  a  higher 
resolution  than  the  composite 
video  you're  used  to  seeing  on  a 
color  television  set. 

Characters,  Grids,  And 
Turtles 

There  are  several  ways  to  create 
graphic  images  on  a  computer 
screen.  First,  you  can  make  use 
of  the  alphanumeric  characters — 
letters  and  numbers — built  into 
the  ROM  (Read  Only  Memory) 
of  your  system.  Many  micro- 
computers, such  as  the  Commo- 
dore 64  and  VIC-20,  have  a  paral- 
lel set  of  graphics  characters — 
various  lines,  curves,  and 
boxes — built  into  permanent 
memory.  Using  them  as  building 
blocks,  you  can  combine  charac- 
ters into  a  variety  of  figures. 
A  more  time-consuming. 


but  flexible  method  for  creating 
graphics  is  to  manipulate  the 
individual  pixels.  You  tell  the 
computer  which  pixels  you  want 
lighted  and  in  what  colors  by 
communicating  with  it  in  a  lan- 
guage, such  as  BASIC.  In  a  per- 
sonal computer  which  has  a  high 
resolution  of,  say,  320  x  200 
pixels,  there  are  64,000  graphic 
points  which  you  can  potentially 
control.  Locations  in  your  com- 
puter's memory  literally  form  a 
video  map  of  what  you  can  ad- 
dress on  the  screen. 

(For  more  information  on 
actually  creating  color  graphics 
on  your  computer,  see  COM- 
PUTEl's  First  Book  of  Atari 
Crnphics,  COMPUTEI's  First  Book 
ofConuiiodorc  64  Sound  and 
Graphics,  and  other  COMPUTE! 
books.) 

Turtle  graphics  is  a  third  way 
of  producing  images  on  your 
screen.  Based  on  the  Logo  pro- 
gramming language,  turtle 
graphics  helps  to  teach  program- 
ming and  geometric  principles. 
A  small  triangle  on  the  screen — 
the  imaginary  turtle — can  be 
directed  to  move  about  the 
screen,  leaving  an  image  in  its 
wake.  Intricate  patterns  can  be 
achieved  through  this  simple. 


YOU'VE 
GOT  TO  DIG 
DEEP  TO  FIND 

A  MORE 
EXCITING  GAME 

THAN 
MINER  2049ER: 


Now,  Reston  brings  Commodore  VIC-20" 
and  Commodore  64"  owners  one  of  the  hottest 
home  computer  games  ever  created— Miner 
2049er;"  Help  the  legendary  Mountie,  Bounty 
Bob'"  chase  the  dastardly  Yukon  Yohan  through 
an  abandoned  uranium  mine — all  ten  levels  of 
it.  But  you've  got  1o  avoid  the  deodly  radioac- 
tive mutants.  And  watch  out  for  pulverizers, 
explosives,  slides  and  foils.  And  grob  all  the 
treasure  you  can  along  the  way.  And  beat  the 
clock.  Any  computer  game  you've  played  up  to 
nov/  has  just  been  practice  for  Miner  2049er.'" 
It's  fast  and  furious,  a  gold  mine  of  action  for 
the  serious  computer  gamer.  And  Commodore 
VIC-20"'  and  Commodore  64"  owners  can  get  it 
only  from  Reston, 
A  Creative  Pastime"  from 

Reston  So^ivcute 

A  Prentice-Holl  Company 

11480  Sunset  Hills  Rd.  Reston,  VA  22090 

Available  ot  your  local  computer  retailer  or  call  us  at 

(800)  336-0338. 

Commodore  VIC-20  and  Commodore  64  are 
regrstered  trademarks  of  Commodore  Computer,  Inc. 


Ml       204'.->;f  and  Bounty  Bob  ore  registered  Irodemorks  of  Big  five  Sofhvore. 


ENTER:  THE  BRADYADVENTURE 


If  you're  bored  with  the  ordinaiy, 
dreary  functions  you've  been  perfonn- 
ing  day -by-day  and  even  games  have 
lost  their  luster,  Brady  brings  back 
the  adventure!  You  and  your 
Commodore  64  can  enter  a  whole 
new  colorful  worid  of  excitement  - 
if  you're  in  command. 

Brady  Communications,  Inc., 
puts  you  in  control  of  the  fun  with  a 
complete  line  of  amazingly  easy-to- 
read  books,  published  especially  for 


you  and  your  Commodore  64.  Whether 
you're  a  beginner,  an  advanced  user, 
a  whiz  kid,  a  parent,  a  teacher  or  a 
hacker,  Brady  publishes  the  books  to 
teach  you  how  to  make  the  most  of 
your  computer  From  BASIC  to  games, 
from  graphics  to  sound,  from  software 
to  debugging,  these  books  vAW  let  you 
key  into  your  imagination  in  micro- 
time  and  bring  it  up  on  SCTeen.  Enter 
The  Brady  Adventure— the  excite- 
ment is  all  yours. 


BLAST  OFF  WITH  BASIC 

GAMES  FOR  YOUR 

COMMODORE  64 

David  Busch 

This  is  the  first  realiy  fun 
approach  to  BASIC  ever  devised.  The 
book  containing  time-tested,  highly 
visual  games  maizes  it  easy  to  learn 
BASIC  progranmiing  on  the  Com- 
modore 64  computer.  It  includes  25 
games  that  take  advantage  of  the 
Commodore's  special  features 
including  graphics,  sound  and  joy- 
sticks. The  progi'ams  are  even  suitable 
for  customizing  for  further  fun. 

1984/128pp/papei/lSBN  0-89303-333  ■2/S12.95 

BLAST  OFF  WITH  BASIC 
GAMES  FOR  YOUR  VIC  20 

David  Busch 

Twenty -five  games  make  it  simple  to 
learn  BASIC  for  your  Vic  20.  With 
twenty-five,  time-tested,  highly 
visual  games,  this  book  lets  you  take 
full  advantage  of  the  fun  available  on 
your  Vic  20. 

1984/128/paper  0-89303-334-0/$12.95 

COMMODORE  64: 

AN  I>JTRODUCTION  TO  BASIC 

PROGRAMMING  AND 

APPLICATIONS 

Larry  Joel  Goldstein  &  Fred  Mosher 

In  this  volume  the  master  teacher 
has  taken  a  hands-on  approach  to 
BASIC  language  and  practical  real- 
life  applications.  The  book  gives  a 
complete  and  up-to-date  account  of 
what  the  Commodore  64  is  and  how  it 
works.  Page  by  page,  the  reader  is 
introduced  to  DOS  and  BASIC.  It 
shows  how  to  program  for  personal 
and  professional  needs  and  includes 
pro-ams  for  mailing  lists,  word  pro- 
cessing, telephone  lists,  graphics, 
sound,  and  file  handling— plus  exten- 
sive coverage  on  structuring,  planning, 
and  debugging  programs. 

1984/288pp/paper/ISBN0-89303-381-2/$14.95 


ADVANCED  BASIC 

PROGl^MVUNC;  FOR  THE 

COMMODORE  64  AND  OTHER 

COMMODORE  COMPUTERS 

Michael  Richter 

This  is  the  next  step  for  the 
Commodore  user  who  has  mastered 
the  basics  and  wants  to  move  on  to 
more  advanced  software.  In  this  book, 
the  reader  will  learn  how  good 
programs  are  written,  how  to  read 
and  use  them,  how  to  know  a  good 
one  when  they  see  it,  and  how  to  gain 
knowledge  through  the  experience  of 
writing  advanced  software. 

1984/204pp/paper/ISBN0-89303-302-2/S14.95 

COMMODORE  64:  GETTING 
THE  MOST  FROM  IT 

Tim  Onosko 

Written  for  users  with  little  or  no 
previous  programming  experience, 
this  handy  guide  is  the  only  source 
with  information  on  all  three  versions 
of  the  Commodore  64.  It  includes 
material  on  both  the  classroom  model 
and  the  portable  version.  It  offers  a 
thorough  and  understandable  intro- 
duction to  the  cornputer— including  a 
solid  approach  to  BASIC  program- 
ming. It  covers  word  processing, 
color  graphics,  and  sound. 

1983/320pp/paper/ISBNO-89303-380-4/$14.95 

BRAIN  GAMES  FOR  KIDS  AND 

ADULTS  USING  THE 

COMMODORE  64 

John  Stephenson 

Between  the  front  and  back 
covers,  this  volume  contains  more 
than  40  exciting  and  challenging 
games.  Designed  to  entertain  and 
educate  the  reader,  it  teaches  pro- 
gramming and  the  application  of  some 
very  important  mathematical  concepts, 
without  the  pain.  The  games  are  short 
and  precise  and  are  targeted  toward 
whose  who  learn  best  by  doing.  They 
can  be  played  and  enjoyed  without  an 
understanding  of  the  mathematics 
involved.  This  is  one  volume  you'll 
want  to  have  for  fun  —for  kids  of 
all  ages! 

1984/160pp/paper/ISBN0-89303-349-9/$12.95 


BRAIN  GAMES  FOR  KIDS  AND 
ADULTS  USING  THE  VIC  20 

John  Stephenson 

This  is  the  volume  especially  for 
your  Vic  20.  Containing  more  than  40 
challenging  games,  the  book  teaches 
programming  and  some  basic  math- 
ematical concepts  simply  in  the  doing. 
Be  sure  and  have  this  book  to  make 
your  Vic  20  more  fun. 

1984/16Opp/paper/ISBN0-89303-347-2/$12.95 

HANDBOOK  OF  BASIC  FOR 
THE  COMMODORE  64 

Fred  Mosher  &  David  Schneider 

For  the  beginner,  here  is  the 
book  to  buy  wth  your  Commodore  64. 
It  is  simply  organized  by  BASIC 
programming  statements  so  while 
programming,  the  user  can  go  directly 
to  the  information  he  needs  without 
confusion  or  delay.  This  one-of-a-kind 
guide  contains  the  same  information 
as  the  BASIC  reference  manual 
supplied  with  your  Commodore,  re- 
written especially  for  the  new  user.  It 
presumes  no  knowledge  of  BASIC 
and  explains  the  materials  supplied 
in  the  manual. 

1984/256pp/paper/lSBN0-89303-505.X/S14.95 

These  and  other  Brady  Books 
\vritten  specifically  for  your  Com- 
modore 64  and  Vic  20  are  available  at 
B.  Dalton  Booksellers,  Walden  Books, 
and  other  fine  bookstores  and  com- 
puter dealers  nationwide.  Or,  oil 
800-638-0220  for  information.  Brady 
Communications,  Inc.  is  a  Prentice- 
Hall  Company,  located  in  Bowie, 
Maryland  20715. 


but  subtly  powerful  graphics 
language  system. 

To  Mimic  More  Closely 

As  microcomputers  become 
more  sophisticated  graphics 
machines,  a  similar  process  is 
occurring  with  the  devices  used 
to  draw  and  paint  images  on  the 
computer  screen.  The  graphics 
software  now  available  relies 
more  and  more  on  such  periph- 
eral devices  as  joysticks,  light 
pens,  graphics  tablets,  touch 
screens,  and  mice  (defined 
below). 

These  peripherals  fall  into 
three  basic  price  ranges,  accord- 
ing to  research  conducted  by 
Koala  Technologies,  producer  of 
the  KoalaPad  Touch  Tablet  and 
the  Gibson  Light  Pen.  You  can 
find  game  paddles  and  most 
joysticks  from  $15  to  $30; 
trackballs,  mice,  graphics  tablets, 
and  better  light  pens  from  $30  to 
$400;  and  precision  tablets,  called 
digitizers,  from  S400  on  up.  (See 
"Light  Pens  And  Graphics  Tab- 
lets" and  "A  Graphics  Glossary," 
both  in  this  issue.) 

All  of  these  devices  attempt 
to  mimic  more  closely  the  actual 
procedure  of  drawing  or  painting 
on  a  fiat  surface,  as  opposed  to 
the  more  indirect,  less  satisfac- 
tory process  of  typing  in  graphics 
commands  on  a  keyboard. 
Often,  a  joystick,  light  pen,  or 
graphics  tablet  may  be  used  in 
conjunction  with  keyboard  com- 
mands to  produce  lines,  boxes, 
circles,  rays,  points,  and  various 
fill  patterns. 

Other  commands  allow  you 
to  transpose  and  merge  images, 
lock  onto  and  move  parts  of  a 
picture,  magnify  sections  of  an 
image  for  more  detailed  work, 
save  pictures  for  later  use,  and 
select  or  change  colors. 

For  Atari  And 
Commodore 

Kari  Beims  says  that  a  mouse — a 
hand-controlled  device  which 
rolls  on  a  flat  surface  to  move 
the  screen  cursor — is  the  most 
successful  device  for  creating 

28    COMPUTE!    Moy1981 


A  Graphics  Glossary 


ASCII:  (Pronounced  askey)  American  Standard  Code  for  Information 
Interchange.  A  standard  code  used  in  microcomputers  to  represent 
alphanumeric  information  (letters,  numbers,  and  symbols).  The 
capita!  letter  A,  for  example,  is  represented  in  ASCII  code  by  the 
number  65. 

bitmap  graphics:  A  high-resolution  graphics  plotting  technique  by 
which  pixels  (picture  elements)  on  a  computer  screen  are  turned  on 
and  off. 

CAD:  Computer-aided  design.  The  use  of  computer  graphics  to 
help  in  design  development  and  modification,  often  eliminating  the 
need  to  create  costly  or  dangerous  prototypes.  CAD  is  usually  as- 
sociated with  CAM,  or  computer-aided  manufacturing, 
character  graphics:  The  text  characters  that  appear  on  your  computer 
screen  when  it  is  turned  on,  including  letters,  numbers,  symbols, 
and  punctuation  marks. 

CRT:  Cathode-ray  tube.  A  video  display  terminal,  such  as  a  television 
or  video  monitor,  which  uses  a  beam  of  electron  particles  to  draw 
images  on  a  screen's  phosphor  coating.  The  electron  beam  can  write 
on  the  screen  with  a  single  beam  or,  more  commonly,  in  a  series  of 
parallel  lines  to  form  an  image.  (See  raster  scan  and  vector  scan.) 

electron  gun:  The  mechanism  within  a  CRT  which  shoots  a  narrow 
beam  of  electrons  at  the  screen,  creating  images.  The  beam  is  con- 
stantly redrawing  the  screen  at  speeds  usually  ranging  from  25  to  60 
times  a  second.  Monochrome  (single-color)  displays  use  one  electron 
gun.  Red-green -blue  (RGB)  displays  use  three  separate  guns  (one 
for  each  color),  and  have  a  higher  resolution  than  the  composite 
color  displays  found  on  television  sets. 

fractals:  Geometric  patterns  which,  when  repeated,  can  create  new 

patterns  seemingly  unrelated  to  the  original  forms.  Especially  useful 

in  computer  generation  of  detailed  maps  and  duplication  oi  the 

intricacies  of  many  natural  objects. 

graphics  set:  The  complete  set  of  graphics  characters  that  a  computer 

can  display. 

graphics  tablet:  A  pad,  usually  square  or  rectangular,  on  which  the 

X  and  Y  coordinates  of  the  computer  screen  can  be  plotted  by  the 

use  of  a  stylus,  or,  on  some  models,  your  finger,  allowing  you  to 

create  graphic  images. 

icons:  Graphic  symbols,  most  often  used  as  visual  representations 
of  computer  software  options  and  procedures.  For  example,  a 
paintbrush  icon  would  represent  the  painting  option  in  a  graphics 
software  package.  Similarly,  a  trash  can  icon  might  indicate  a  delete 
option. 

image  processing:  Computer  enhancement  and  alteration  of  photo- 
graphs and  other  graphic  images  by  digitizing  a  picture  into  pixels, 
each  of  which  is  then  measured  for  light  and  color  intensity.  The 
pixels  can  subsequently  be  manipulated  to  change  the  image. 

light  pen:  A  stylus  which  emits  low-level  electrical  pulses  and,  when 
pulled  across  a  computer  screen,  creates  an  image.  Most  often  used 
in  creating  graphics  and  in  interacting  with  software  menu  opHons. 


graphics.  "It's  closer  to  the  kind 
of  tools  you're  used  to  working 
with.  With  a  joystick  or  a  light 
pen,  it's  a  little  different.  The 
mouse  lets  you  work  flat-on; 


you've  got  more  control.  And 
it's  closer  to  the  actual  produc- 
tion work  you've  done  before," 
she  says. 

Software  companies  are 


Logo:  An  easy-to-use,  graphics-oriented  programming  language 
originally  developed  to  help  children  learn  programming  and  the 
concepts  of  geometry. 

mouse:  A  small  hand-controlled  device  which  rolls  on  a  flat  surface, 
allowing  you  to  control  the  screen  cursor,  draw  graphic  images,  and 
select  from  menu  options. 

phosphor  coating:  The  coating  inside  a  CRT  that  glows  when  struck 
by  a  beam  of  electrons.  A  computer  activates  an  electron  gun  to 
draw  and  redraw  graphic  images  at  high  speed  on  the  coating,  thus 
producing  graphics  that  appear  to  move  smoothly  across  the  screen. 

pixel:  Picture  element.  The  smallest  graphic  point  addressable  by  a 
computer.  Pixels  are  turned  on  or  off  to  form  the  characters  and 
graphic  images  on  a  computer  screen. 

raster  scan:  A  video  picture  drawn  by  an  electron  gun  which  sweeps 
horizontally  across  the  screen  in  a  series  of  parallel  lines  at  a  high 
rate  of  speed.  The  most  common  method  by  which  a  microcomputer 
system  displays  a  screen  image. 

resolution:  The  clarity  of  a  video  image  based  on  the  number  of 
pixels  available  on  the  display  screen.  The  more  pixels  there  are,  the 
higher  the  resolution  and  the  more  detailed  the  screen  image. 

RGB  monitor:  Red-green-blue  monitor.  A  high-resolution  color 
monitor  which  uses  three  electron  guns  to  produce  very  clear  and 
crisp  images.  By  comparison,  a  color  television  would  normally 
have  a  composite  color  video  system  in  which  the  three  primary 
colors  would  be  blended,  producing  a  lower  quality  video  display. 

simulation:  Computer  graphics  created  to  model  reality  in  appear- 
ance and  usually  in  performance.  Numerous  airline  companies,  for 
example,  use  computer-generated  flight  simulations  to  help  train 
their  personnel. 

sprite  graphics:  Sometimes  called  movable  object  blocks  (MOBs), 
sprites  are  programmable  graphics  characters  that  can  move  around 
the  screen  independent  of  the  primary  screen  image,  the  background. 
touch  screen:  A  video  screen  or  plastic  screen  overlay  which  allows 
you  to  draw,  write,  and  make  menu  selections  from  the  screen  at 
the  touch  of  a  finger  or  stylus. 

turtle  graphics:  Closely  associated  with  the  Logo  programming 
language,  the  turtle  graphics  system  is  most  often  used  in  an  educa- 
tional context,  especially  in  teaching  children  about  computer  pro- 
gramming and  geometric  shapes.  A  triangular  screen  cursor  (the 
turtle)  moves  across  the  face  of  a  display  monitor  in  response  to 
directions  entered  into  a  computer,  allowing  the  user  to  program  a 
wide  variety  of  geometric  graphic  images. 

vector  scan:  A  video  picture  drawn  by  the  focused  beam  of  an  electron 
gun,  much  like  a  pencil's  movement  across  a  piece  of  paper.  This 
produces  a  slower,  but  higher  quality,  video  image  than  the  parallel- 
line  technique  of  a  raster  scan. 

video  chip:  A  tiny  microprocessor  on  a  silicon  chip  which  handles 
the  video  data  within  a  computer,  assisting  the  central  processing 
unit  (CPU)  by  managing  the  screen  image. 


exploring  all  types  of  input  de- 
vices in  order  to  give  users  the 
right  mix  of  creative  flexibility 
and  control.  The  newer  packages 


number  of  practical  applications 
as  well. 

One  such  product  is  the 
Visualizer  graphics  animation 


offer  more  options,  and  a  greater     package  introduced  by  Maximus, 


Inc.,  atSoftcon,  the  international 
conference  and  trade  fair  of  the 
software  industry,  held  recently 
in  New  Orleans.  Available  now 
for  the  Atari  computer  with  at 
least  48K  and  disk  drive,  the 
S49.95  package  should  be  ready 
for  the  Commodore  64  in  May. 

"The  goal  with  Visualizer 
was  to  create  a  graphics  program 
completely  for  the  nonprogram- 
mer,  which  would  be  useful 
besides  just  being  a  creative  out- 
let," says  Beims.  "The  Visualizer 
gives  you  the  option,  in  addition 
to  creating  slides,  of  adding  ani- 
mation effects  and  putting  to- 
gether a  slide  show  using  up  to 
26  screens. 

Synchronizing  Slides 
And  Sound 

"You  can  synchronize  them  with 
an  audio  track  so  that  you've  got 
a  customized  audiovisual  pre- 
sentation. You  can  move  the 
slides  ahead  manually,  or  use  a 
timer  through  the  computer," 
she  says.  "In  addition  to  being  a 
graphics  program,  it's  useful. 
You  can  use  it  for  teaching,  train- 
ing, business  and  sales  presenta- 
tions, retail  advertising,  and 
instructional  lessons  for  the  kids 
at  home." 

The  package  uses  automatic 
drawing  functions  for  circles, 
ovals,  boxes,  borders,  and 
diagonals,  and  has  18  different 
text  style  options  that  can  be 
used  with  graphics.  The  slides 
you  create  can  be  printed  in  black 
and  white  with  an  Epson  MX 
(with  Graftrax),  FX,  or  RX  series 
printer,  or  with  a  C.  Itoh  (NEC, 
Prowriter,  or  other)  printer.  A 
joystick  is  used  for  drawing, 
with  a  variety  of  colors  and  brush 
sizes  available. 

Two  more  recent  graphics 
software  products  which  com- 
bine usefulness  with  ease  of  use 
are  The  Graphics  Magician  (on 
disk  for  Apple,  Atari,  and  Com- 
modore at  $59.95  and  for  IBM  by 
the  end  of  1984)  and  The  Complete 
Graphics  Si/stein  (on  disk  for 
Apple  at  S79.95),  both  from  Pen- 
guin Software. 


May  1984    COMPUTC!     29 


iimyuyF^ 


TMl^Vft^E   mi^^m-8F    T«EiiSXI«»^£  i«E8T 


r/ie  Visualizer  by  Maximus,  Inc.,  allows  a  variety  of  text  faces  to  appear  on  the 
same  screen  with  animation  graphics. 


"With  The  Complete  Graphics 
System,  I  basically  wanted  to  set 
up  an  all-in-one  tool  for  people 
to  use  to  create  computer 
graphics,"  says  Mark  Pelczarski, 
founder  and  president  of  Pen- 
guin Software. 

Hundreds  Of  Colors 
And  3-D  Too 

The  package  is  compatible  with 
most  input  devices,  and  allows 
three-dimensional  line  drawings 
to  be  reproduced  on  a  variety  of 
plotters.  There  are  over  100  avail- 
able colors  and  96  brushes.  Por- 
tions of  any  individual  screen 
may  be  magnified  from  two  to 
eight  times  for  easier  manipula- 
tion of  pixels.  And  text  may  be 
added  with  graphics  in  a  variety 
of  ways. 

Penguin  also  sells  several 
programs  which  can  be  used  in 
conjunction  with  The  Complete 
Graphics  System.  Additional  Type 
Sets  ($19.95)  provides  50  extra 
typefaces  and  character  sets. 
Map  Pack  ($19.95)  includes  out- 
line maps  of  all  50  states,  the 
continents,  the  U.S.,  and  Cana- 
dian provinces.  Transitions 
($49.95)  is  a  presentation  system 

30    COMPUTi!    May  1984 


which  will  let  you  organize  pic- 
ture disks  and  turn  them  into 
slide  shows.  More  than  35  dif- 
ferent screen  wipes  are  available. 
That  is,  you  may  clear  the  screen 
from  top,  bottom,  left,  or  right 
sides;  use  geometric-pattern 
clearing  techniques  and  wind- 
shield wiper  effects,  among 
others.  Finally,  Paper  Graphics 
($49,95)  is  a  utility  that  will  let 
you  print  any  high-resolution 
graphics  screen  to  your  printer. 

"The  Graphics  Magician  soft- 
ware is  actually  two  different 
sets  of  programs.  One  is  a  draw- 
ing program  geared  toward 
people  who  are  going  to  use  it  in 
[creating]  other  software — like 
educational  software,"  says 
Pelczarski.  "There's  a  huge 
amount  of  educational  software 
out  there  that's  been  done  using 
The  Graphics  Ma<^iciau." 

The  Graphics  Magician  uses 
machine  language  animation 
routines  with  the  same  tech- 
niques that  are  used  on  arcade 
games.  Up  to  32  independent 
objects  can  be  assembled  in  the 
animating  process.  The  package 
also  includes  a  high-resolution 
picture/object  builder,  which  lets 


you  store  hundreds  of  color  pic- 
tures on  a  single  disk.  More  than 
100  colors  are  available  for  use 
as  well. 

Screens  A  La  Mode 

Almost  all  of  the  top-selling 
microcomputers  have  extensive 
graphics  capabilities,  but  you'll 
want  to  spend  some  time  learning 
your  own  machine's  features. 

The  Apple  He,  for  example, 
has  a  high-resolution  mode  with 
six  colors  and  280  pixels  hori- 
zontally by  192  pixels  vertically. 
There  is  also  a  40  x  48-pixel  low- 
resolution  mode  with  16  colors. 
Apple's  new  Macintosh,  which 
uses  a  monochrome  display,  has 
a  whopping  512  x  342-pixel  re- 
solution. Obviously,  very  fine 
graphic  detail  is  possible  with 
this  many  pixels. 

The  Commodore  64  has  16 
colors,  several  modes — includ- 
ing a  320  x  200  graphics  mode — 
and  eight  independently  pro- 
grammable sprites  (24  x  21-pixel 
movable  screen  objects),  which 
allow  you  more  opportunities  to 
create  animation.  The  VlC-20 
also  has  16  colors  and  a  graphics 
resolution  of  176  x  184. 

The  Atari  600XL  and  800XL 
each  have  320  x  192  graphics 
resolutions,  as  well  as  256  colors 
(16  colors  with  16  luminance 
levels  for  each  color).  But  the 
Ataris  also  have  11  different 
graphics  modes,  or  varying  com- 
binations of  colors  and  pixel 
densities,  which  extend  its 
graphics  capabilities. 

PC  Pixels 

IBM's  PC  and  PCjr  each  have 
the  same  320  x  200-pixel,  four- 
color,  high-resolution  graphics 
mode,  as  well  as  the  same  640  x 
200,  two-color  mode.  But  the  PCjr 
also  has  three  other  graphics 
modes  that  the  PC  doesn't:  a 
160  x  200,  16-color,  medium- 
resolution  mode;  a  320  x  200,  16- 
color,  high-resolution  mode; 
and  a  640  x  200,  four-color,  high- 
resolution  mode. 

Professional  quality  com- 
puter graphics  systems  may  start 


THE 


Home  Organizer' 


'  -SFRIFS 


Comfortable  a 


Now  your  home  computer  can  help  you  cook,  keep  your  accounts,  find  an  address  or 
keep  track  of  your  record  and  book  libraries— with  first-class  software  specially  tailored 
for  the  home  environment. 

The  Home  Organizer'"  series  includes  a  wide  range  of  separate  and  individual  programs  for 
different  activities  like  stamp  collecting,  personal  banlang,  or  home  photo  and  movie 
collections.  Each  one  is  pre-programmed  with  a  "page"  format  planned  out  by  experts  to 
make  it  easy  foryou  to  store  and  retrieve  the  information  you'll  want  for  your  special  activity. 
You  don't  have  to  program  anything  yourself.  )ust  load  the  disk  and  start  feeding  in  your  data. 

If  you're  used  to  run-of-the-mill  home  computer  software,  the  speed  and  simplicity  of  the 
Home  Organizer'"  series  will  surprise  you.  Each  program  is  written  entirely  in  "machine 
language ",  the  most  basic  computer  code.  So  they  search,  sort  and  analyze  your  data  with 
amazing  speed. 

The  Home  Organizer""  is  fast  enough  to  sort  through  your  household  belongings  in 
seconds,  yet  so  simple  the  children  can  use  it  to  look  up  a  phone  number.  Choose  any  or  all 
program  modules  that  fit  your  needs.  They  make  ideal  gifts,  too! 


(batteries  ©  INCLUDED^ 
"Excellence  in  Software" 

For  ii  lull  color  brochure  write  tO: 

Batteries  Included,  186  Queen  Street  West,  Toronto,  Canada  M5V 1Z1  (416)  596-1405  /  3303  Harbor  Blvd.,  Costa  Mesa,  CA.  92626  (714)  979-0920 

COMMODORE  M  IS  A  REGISTERED  TRADE  MAHK  OF  COMMODORE  BUSINESS  MACHINES 


_J^ — ?to^ 

A  scene  from  the  animated  graphic  adventure,  Ring  Quest,  which  was  created 
with  The  Graphics  Magician  by  Penguin. 


at  about  a  600  x  500-pixel  resolu- 
tion and  go  up  from  there.  Color 
choices  and  luminance  levels 
can  go  into  the  millions.  Three- 
dimensional  perspectives  and 
complex  simulations  of  actual 
processes^  such  as  flying  an  air- 
plane, are  among  the  complex — 
and  costly — features  of  some 
mainframe  and  mini  computers. 

A  Child's  Garden  Of 
Graphics 

Two  programs  by  Scarborough 
Systems,  Inc.,  make  use  of  the 
computer's  ability  to  create 
dynamic  graphic  images  in  a 
manner  easy  enough  for  a  child 
to  accomplish. 

Picturewriter,  by  Dr.  George 
Brackett,  is  an  educational  draw- 
ing program  for  children  from  4 
to  14  years  of  age,  which  Scar- 
borough markets  for  the  Apple 
computers  at  $39.95  suggested 
retail  price.  Its  origins,  says 
Brackett,  are  in  work  he  did 
teaching  children  about  the  Logo 
programming  language.  When 
he  asked  a  little  girl  one  day  what 
she  wanted  to  draw,  she  sug- 
gested a  rainbow — not  the 
easiest  of  images  to  produce  via 
Logo. 

32    COMPUni    Mav198il 


"So  I  began  to  think  about 
what  kind  of  program  I  would 
like  to  have  that  would  make  it 
easy  for  children  to  draw  a  rain- 
bow," he  says.  "And  it  was 
pretty  clear  that  it  had  to  have  a 
pointing  device,  like  a  joystick, 
rather  than  a  keyboard.  I  also 
felt  it  had  to  have  fairly  extensive 
editing  capabilities." 

As  children  use  Picture- 
writer,  they  can  learn  about  spa- 
tial and  color  relationships,  the 
development  of  geometric  pat- 
terns, and  the  basics  of  computer 
programming  at  the  same  time 
that  they're  creating  colorful 
pictures.  A  selection  of  prepro- 
grammed works  allow  the  child 
to  alter  the  designs  and  colors  as 
well. 

Patterns  For  Appie, 
Commodore,  And  \BfA 

Another  program,  which  Scar- 
borough demonstrated  at  the 
recent  Softcon  show,  is  Pattern- 
maker, a  drawing  and  pattern- 
creating  program  for  children  six 
years  and  older  and  for  adults. 
The  package  is  scheduled  to  be 
available  in  May  for  Apple  com- 
puters and  by  August  for  Com- 
modore 64  and  IBM  machines. 


at  a  suggested  price  of  $39.95. 

"Its  educational  value  is 
that  it  gets  children  comfortable 
with  symmetry,  rotations,  trans- 
formations, inversions,  and  so 
on,"  says  Scarborough  President 
Francis  Pandolfi.  "It  makes  it 
easy  for  them  to  use  those  con- 
cepts to  make  beautiful  patterns. 
Symmetry  is  a  very  important 
concept  in  many  areas  of  science, 
not  to  mention  art.  And  the  pro- 
gram's manual  brings  the  child 
through  all  areas  of  art  in  which 
symmetry  has  been  important." 

As  you'll  quickly  find  out 
when  studying  what's  available 
for  microcomputer  graphics,  the 
products  are  coming  fast  and 
furious.  Softron,  Inc.,  for  ex- 
ample, makes  a  Home  Decorator 
program  ($34.95  for  Commodore 
64;  other  versions  planned  soon) 
that  teaches  about  colors,  furni- 
ture layout,  and  decorating 
theory  for  your  home  and  office. 
The  package  even  lets  you  select 
carpeting,  paint  walls,  and  mgve 
furniture. 

The  Age  Of  Discovery 

Other  programs,  like  Access 
Software's  Spritemaster  ($34.95 
for  Commodore  64)  and  Avant- 
Garde's  StarSprite  series  (for 
Apple  computers),  show  you 
how  to  produce  sprites  for  use 
in  multicolor  animation. 

There  are  literally  hundreds 
of  other  graphics  programs  cur- 
rently available.  And  there  are 
numerous  books  and  magazines 
which  will  teach  you  how  to 
create  your  own  colorful 
graphics. 

"I  think  more  and  more 
people  are  discovering  the 
graphics  capabilities  of  com- 
puters," says  Mark  Pelczarski. 
"In  the  last  couple  of  years, 
we've  learned  how  to  make  soft- 
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COMPUTE!  P.O.  Box  914,  Farmingdale,  NY  11737 


Light  Pens  And 
Graphics  Tablets: 

New  Ways  To  Communicate 
With  Your  Computer 


Kathy  Yakal,  Editorial  Assistant 

You  don't  have  to  be  an  artist  to  use 
them.  Or  a  three-year-old.  Or  a 
professional  architect,  engineer,  or 
fabric  designer.  Light  pens  ami 
graphics  tablets,  along  loith  the 
software  that  drives  them,  are 
making  computing  easier  for  young 
children  and  adding  neio  dimensions 
in  graphics  for  everyone. 


Whether  or  not  we  admit  it, 
we've  probably  all  responded  to 
our  computer's  SYNTAX  ERROR 
message  by  typing  "Syntax 
error?  I  typed  it  right!" 

We  may  have  jabbed  a  finger 
at  the  monitor  to  show  our  word 
processing  program  precisely 
which  block  of  text  we  wanted 
moved  and  where  we  wanted  it 
placed.  Or  maybe  drawn  a  pic- 
ture of  a  spaceship  and  held  it 
up  to  the  screen  to  illustrate 
exactly  what  we  wanted  dis- 
played there  after  typing  in  a 
machine  language  game  for  the 
better  part  of  a  weekend. 

The  computer  never  seems 
to  understand. 

Interacting  with  a  micro- 
computer can  sometimes  prove 
exasperating.  You  still  have  to 
talk  to  a  computer  in  a  language 
it  understands.  They  don't  yet 
respond  to  written  or  spoken 
Enghsh. 

34     COMPUTE!     May  1984 


Animation  Station,  a  graphics  tablet  designed  by  Suncom,  offers  a  number  of 
colors  and  textures  for  drawings  like  this. 


ONE  TOU 


^^^H 

HUH 

^ 

^^^^H 

"El 

u 

J 

ER 

V\  v' 

i 

Time  was,  Billy  would  do  almost 
anything  to  duck  his  spelling 
homework. 

But  since  Dad  brought  home  Spellicopier™ 
by  DesignWare™  Billy  has  become  a  spell- 
ing ace.  As  well  as  an  ace  chopper  pilot. 

Each  week,  in  addition  to  the  words 
already  in  the  game,  Billy  types  new  spell- 
ing words  and  new  sentences  into  the  game. 
Then  he  takes  command  of  his  chopper  and 
flies  a  mission  through  crowded  skies 
and  mountainous  terrain  to  recover  the 
words,  letter  by  letter.  And  always  in  the 
right  order. 

So  by  the  time  Billy  gets  back  to  the  base, 
he's  one  proud  pilot.  And  one  tough  speller. 

DESIGNWARE  MAKES 
LEARNING  COME  ALIVE. 

All  DesignWare  spelling  programs 

Commodore  64  is  3  tracemarlt  of  Commodort  BmItouks  Ltd.  IBM  PC  and 
I3M  PC  Jr.  are  registered  tr2demarks  of  interrriHiuna]  Busbjcss  Machines, Inc. 
.Apple  h  a  refpstcred  liademark  of  Apple  Computer.  !jic. 


combine  computer  game  fun  with  sound 
educational  principles  to  help  improve  your 
youngster's  spelling  skills.  That's  why 
Spellicopier,  for  example,  is  consistently  on 
the  nation's  best  seller  lists.  You'll  also 
want  to  keep  an  eye  out  for  new  math  and 
science  games. 

All  DesignWare  programs  run  on  these 
computers  with  disk  drive:  Apple®  Atari,^ 
Commodore  64]"  IBM  PC  and  IBM  PCjr. 
See  your  local  software  retailer  or  call 
DesignWare  at  (800)  572-7767  (in  California 
415-546-1866)  for  our  free  software  catalog. 
You'll  be  delighted  with  the  way  your  kids 
will  learn  with  DesignWare. 


/-De/igflUlcifr] 

i" — ir^ 


l>e/i9AUI<iitt 

LEARNING  COMES  ALIVE. 


i^-ji^ 


^""''^ 


Today's 

most  innovative 

educational  software 

bejganliere 

GOTyearsaga 


At  Scholastic,  we  have  something' 
no  other  educational  software 
company  has:  60  years'  experience 
making  learning  fun  for  kids. 

We  began  in  the  schoolrooms  of 
the  20's  with  the  first  national 
news  magazine  written  especially 
for  young  people,  The  Scholastic. 
Since  then,  our  one  magazine  has 
grown  into  37,  and  we've  become 
the  largest  educational  publisher 
of  books  and  magazines  in  the 
English-speaking  world. 

Now  we've  put  everything  we've 
learned  from  five  generations 
of  school  children  into  the  most 
innovative  family  of  educational 
software  available  today.  Scholastic 
Wizware!" 

Our  experience  makes  Wizware 
different  from  all  other  educa- 
tional software,  ft  turns  learning 
subjects  like  geography,  writing 
and  spelling  into  exciting  adven- 
tures for  your  children.  And  be- 
cause every  Wizware  game  is 
interactive,  kids  become  deeply 
involved  in  what  they're  learning. 

What's  more,  our  experience 
has  taught  us  the  importance  of 
teaching  things  most  other  educa- 
tional software  leaves  out.  Like 
teamwork,  imagination,  critical 
thinking  and  problem  solving. 
You'll  find  them  all  in  Wizware. 

But  by  far  the  most  important 
result  of  our  experience  is  that 
your  children  will  thoroughly  er\ioy 
learning  with  Wizware. 


There  are  now  Wizware  programs 
for  teaching  everything  fi'om  crea- 
tive writmg  to  computer  program- 
ming. Here  are  a  few  of  the  ways 
we  bring  learning  into  the  Com- 
puter Age. 

SpelldiverJ*' 

ft's  the  most  ingenious  way  ever 
devised  for  teaching  spelling  and 
improving  reading  skills.  Deep 
beneath  the  sea  lie  giant  words 
covered  by  a  strange  seaweed 
called  lettermoss.  Kids  must  face 
ferocious  sharks  and  pesky  flipper- 
nippers  to  remove  the  lettermoss 
and  decipher  the  words. 

Agent  U.S.A!" 

Agent  U.S.A.  turns  geography  into 
an  exciting  race  to  save  the  nation 
fi"om  the  ruthless  P\izzbomb.  Along 
with  learning  geography,  children 
hone  their  problem-solving  and 
reasoning  abilities. 

Story  Tree:*' 

Story  Tree  can  bring  out  the  Mai'k 
Twain  in  every  child.  Budding 


authors  create  their  own  mystery 
and  adventure  stories.  A  remark- 
able feature  lets  them  weave  alter- 
nate choices  into  every  turn  of  the 
plot,  and  challenges  their  ima^a- 
tions  to  the  maximum. 

Bannercatch™ 

Based  on  the  classic  game  of 
Capture -the -Flag,  this  is  the  most 
sophisticated  and  fun  strategy 
game  for  kids  available  today.  Not 
only  do  players  learn  how  to  devise 
complex  strategies,  they  also  learn 
how  to  work  together  to  solve 
difficult  problems. 

Scholastic  Wizware.  Our  experi- 
ence makes  all  the  difference. 

Look  for  Wizware  at  your  local 
computer  store.  Or  contact  Scho- 
lastic Inc.,  730  Broadway,  New 
York,  NY  10003,  212-505-3000. 

^^Scholastic 
Wip^are 


Sjiifldhrr,  Ai^nt  iJ.S.A.  and  Barmercatch  designed  and 
deieluped  try  Turn  Snydir  h'odiictions,  Inc.  Story  Tree 
deaiffjied  and  developed  by  Gforge  Brackett. 


Spelldiver,  Agent  US.A.  and BaTineTcatchaiiifUu>ii  jur 
Atari  S00/1200/XL>  CommodtjTe,  Appie  and  IBM  veraioni 
available  soon.  Story  Tree  available  for  AppU. 


A  Pointer  To  The  Future 

But  graphics  tablets  and  light  pens  bring  us  a  step 
closer  to  easy  communication  by  allowing  infor- 
mation entry  to  bypass  the  keyboard.  Like  mice 
and  joysticks  and  the  keyboard  itself,  light  pens 
and  graphics  tablets  are  input  devices,  peripherals 
through  which  you  interact  with  your  computer. 

These  pens  and  tablets  do  basically  two 
things:  draw  and  point.  You  can  use  them  to  select 
user  options  in  menu-driven  software  and  to 
create  graphics. 

A  light  pen  is  like  a  magic  wand.  It  resembles 
a  regular  pen  in  size  and  shape,  and  has  a  cord 
that  plugs  into  the  computer.  When  you  point  it 
at  the  screen  and  activate  it  (either  by  pressing  a 
switch  on  the  pen  itself  or  a  key  on  the  keyboard), 
it  responds  to  whatever  software  you're  running. 


This  picture  urns  created  by  using  the  draw  and  fill  features  ofFlexidraw  ilnkiueU 
Systems). 


Touch-Sensitive  Input 

A  graphics  tablet  looks  a  little  like  an  Etch-A- 
Sketch,  though  each  manufacturer's  is  a  little  dif- 
ferent. Instead  of  pointing  at  the  computer  screen, 
you  touch  the  surface  of  the  tablet  with  your  finger 
or  a  stylus. 

Though  light  pens  and  graphics  tablets  are 
fairly  new  on  the  home  computer  scene,  they've 
been  used  as  design  tools  with  larger  computers 
for  years.  The  technology  is  not  brand-new. 

Where's  The  Software? 

The  Edumate  Light  Pen,  from  Futurehouse,  Inc., 
comes  with  introductory  software  that  demon- 
strates the  pen's  features.  If  that's  where  it  ended, 
the  skeptics'  claims  that  these  tools  are  just  gim- 
micks might  be  true. 

But  Futurehouse,  along  with  other  light  pen 

38     COMPUTE!     May  1984 


manufacturers  and  software  publishers,  is  begin- 
ning to  design  software  that  can  be  used  with  a 
light  pen.  "The  potential  applications  are  enor- 
mous," says  Byrne  Elliot,  president  of  Inkwell 
Systems,  another  pen  manufacturer, 

"Not  just  being  able  to  point  at  a  menu  option 
you  might  want.  They'd  be  great  with  even  things 
like  spreadsheets  and  word  processors.  Instead  of 
learning  a  lot  of  control  commands  that  can  be 
very  frustrating,  you  can  move  text  and  figures 
around  quickly  and  easily." 

Doing  What  Comes  Naturally 

If  you've  ever  tried  using  spray  paint  to  letter  a 
sign  or  illustrate  a  big  banner,  you  have  an  idea  of 
what  drawing  with  a  light  pen  feels  like.  The 
stream  of  color  sometimes  comes  out  faster  than 
you  can  control  it. 

Drawing  on  a  graphics  tablet 
is  not  quite  so  novel  a  technique 
to  master.  It's  like  drawing  on  a 
piece  of  paper  with  a  pencil,  or 
drawing  pictures  on  a  steamy 
windowpane  with  your  finger. 
Using  these  pens  or  tablets 
is,  however,  intuitive,  to  a  degree. 
"Among  the  first  skills  that 
everyone  learns  when  they're 
young  is  drawing  or  writing," 
says  Howard  Leventhal,  presi- 
dent of  Suncom,  manufacturers 
of  Animation  Station.  "There  are 
no  other  input  devices  that  let 
someone  do  that  in  such  a  friendly 
way." 

This  may  be  why  these  new 
input  devices  are  being  so  highly 
touted  as  educational  tools. 
"There's  a  strong  motivation  for 
people  to  buy  for  educational 
purposes,"  says  Leventhal. 

Like  Being  A  Kid  Again 

It's  not  hard  to  see  why  graphics  tablets  and  light 
pens  can  open  the  world  of  computing  for  chil- 
dren. These  peripherals  don't  require  the  hand- 
eye  coordination  or  knowledge  of  letters  and 
numbers  that  a  keyboard  does. 

"Light  pens  are  superb  for  education.  They 
really  expedite  the  learning  process,"  says  Elliot. 
"They're  a  good  way  to  get  around  the  intimida- 
tion of  the  keyboard.  To  respond  to  software  using 
a  keyboard,  you  have  to  type  in  a  series  of  letters 
and  numbers,  then  return.  The  light  pen  is  gener- 
ally 10-15  times  faster  than  that." 

BobRanson,  president  of  Chalkboard,  agrees. 
"Graphics  tablets  allow  the  preliterate  child  to 
use  a  computer  without  having  to  deal  with  a 
keyboard,"  he  says.  "There  are  lots  of  two-  and 


^S-s^oi&j.^^ 


wmmx&ui^ 


THE  WORLDS  GREATEST  BASEBAILGAME. 

THHtE^  MUCH  MORE  TO  WINNING  THAN  JUST  PITCHIN(^ 

HimNG&FIEIJNNG. 


:w.2Sd^' 


V    H0RMSB1' 


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5^^^^^       O 


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VPPcp^ 


Real  baseball  is 
more  than  just  hitting, 
pitching  and  fielding.  It's 
also  your  favorite  major 
league  teams,  the  great 
stars  of  today  and  the 
Allstars  of  yesteryear.  It's  statistics  and 
coaching,  and  it's  managing  your  own  game 
strategy.  With  the  World's  Greatest  Baseball 
Game,  you  have  it  all.  Pick  your  major  league 
line-up  using  the  actual  player  and  team 
stats.  Then  watch  the  action  unfold  against 


an  opponent  or  the  computer.  Two  modes 
let  you  choose  between  managing  and 
controlling  your  team  or  managing  only 
The  World's  Greatest  Baseball  Game— 
everything  you  could  ever  want  except 
the  hot  dogs  and  peanuts. 

One  or  two  players;  joystick  controlled. 


epyx 


Strategy  Games  for  the  Action- Game  Player 


The  Inside  Story: 

How  Graphics  Tablets 
And  Light  Pens  Worl< 

Ottis  R.  Cowper,  Technical  Editor 


Many  programmers  find  graphics  tablets 
and  light  pens  among  the  most  mysterious 
of  peripherals,  but  the  principles  of  both  are 
really  fairly  simple. 

The  graphics  tablet  is  similar  in  operation 
to  the  more  familiar  game  controller  paddles. 
A  paddle  consists  oi  a  variable  resistor,  a  device 
which  can  vary  the  amount  of  electric  current 
passing  through  it.  For  example,  rotating  the 
paddle  all  the  way  clockwise  would  allow 
full  current  to  flow;  turning  it  completely 
counterclockwise  would  cut  off  all  current.  A 
computer  which  accepts  paddles  must  have 
circuitry  which  can  read  the  varying  current 
and  provide  a  numeric  reading  which  is 
proportional  to  the  current,  and  hence  to  the 
position  of  the  paddle  knob.  This  is  usually 
zero  when  the  paddle  is  rotated  all  the  way 
in  one  direction,  255  when  the  paddle  is 
turned  completely  in  the  opposite  direction. 
Joysticks  for  the  Apple,  Color  Computer, 
and  IBM  function  in  a  similar  manner,  with 
one  resistor  on  the  horizontal  axis  and 
another  on  the  vertical. 

Graphics  Tablet  Positions 

In  a  graphics  tablet,  thin  sheets  of  a  special 
film  are  used  in  place  of  the  variable  resistors. 
When  you  press  down  on  the  film,  a  current 
flows,  with  the  amount  of  resistance  de- 
pending on  where  on  the  film  you  press.  For 
example,  if  the  film  is  set  up  to  register  hori- 
zontally from  left  to  right,  pressing  on  the 
left  edge  is  equivalent  to  turning  the  paddle 
for  minimum  resistance,  while  pressing  on 
the  right  edge  is  like  turning  the  paddle  for 
maximum  resistance. 

The  working  area  of  the  tablet  consists 
of  two  sheets  of  this  film,  one  arranged  to 
register  horizontally  and  one  arranged  for 


vertical  measurements.  The  same  circuitry 
used  to  read  paddles  (or  Apple  and  IBM  joy- 
sticks) can  be  used  to  read  the  tablet — the 
computer  interprets  each  of  the  sheets  as  a 
paddle.  What  would  normally  be  one  paddle 
reading  is  the  horizontal  position  of  the  point 
on  the  pad  being  pressed,  while  the  other 
reading  gives  the  vertical  location. 

One  significance  of  graphics  tablet  de- 
sign is  that  you  should  be  able  to  substitute 
paddles  (or  the  joystick  for  Apple  or  IBM)  in 
programs  which  call  for  the  tablet.  Con- 
versely, you  might  experiment  with  using 
the  tablet  in  programs  which  call  for  paddles, 
although  the  tablet  isn't  likely  to  replace 
paddles  for  playing  Pong  or  Breakout. 

Holes  Of  Light 

To  understand  how  a  light  pen  works,  you 
must  first  understand  how  screen  images  are 
created.  The  chief  element  of  any  video  dis- 
play device,  television  or  monitor,  is  a 
cathode  ray  tube  (CRT),  a  sealed  glass  funnel 
with  an  electron  "gun"  in  the  narrow  end 
and  a  specially  coated  screen  across  the  wide 
end.  The  gun  shoots  electron:;  at  the  screen, 
leaving  tiny  bullet  holes  of  light  where  the 
electrons  strike  the  dark  screen. 

The  shots  are  not  random;  they  are  care- 
fully targeted  by  powerful  electromagnets, 
the  big  coils  of  wire  around  the  throat  of  the 
CRT  if  you've  ever  looked  inside  a  TV  or 
monitor.  Starting  at  the  upper  left  corner  of 
the  screen,  the  gun  is  swept  across  at  a  con- 
stant speed.  Shots  are  fired  at  the  spots  that 
need  to  be  lit  up  to  form  part  of  an  image. 
When  the  gun  has  swept  all  the  way  across 
to  the  right  edge,  firing  is  halted  while  it  is 
aimed  at  the  left  edge  again,  slightly  lower 
than  on  the  first  pass.  Thus,  the  spray  of 


40     COMPUTE!     May  1934 


PUZZLEPANIC 
KEN  USTON  THINKS  HE  CAN  DRIVE  YOU  CRAZY. 


/ 


/ 


t^Jii^jl, 


So  you  think 
there's  no  puzzle  too 
tough  for  you  and  no 
video  game  you  can't 
beat.  Welcome  to 
PuzzlePanic— The 
computer  game  that's  sure  to  have  you 
crying  "uncle."  Designed  by  Ken  Uston, 
blackjack  and  arcade  game  player  extra- 
ordinaire, PuzzlePanic  takes  you  through 
49  increasingly  difficult  screens  based 
on  seven  different  games  of  action,  logic, 


strategy  and  challenge.  Compared  to 
PuzzlePanic,  Rubik's  Cube'is  child's 
play.  So  put  on  your  thinking  hat, 
grab  your  joystick,  get  ready  for  the 
contest  of  your  life,  and  let  Ken  Uston 
drive  you  crazy. 

One  player;  joystick  controlled. 


Epyx 


hi/7 
Strategy  Games  for  tfte  Action-Game  Player 


shots  forms  rows  across  the  screen.  Several 
rows  are  required  to  form  a  character.  For 
example,  alphanumeric  characters  for  many 
computers  are  eight  lines  tall.  To  see  this, 
type  some  spaces  in  inverse  video.  If  you 
■  look  closely,  you'll  see  that  the  reverse  space 
character  is  a  stack  of  thin,  closely  spaced 
lines  rather  than  a  solid  block. 

The  drawing  process  must  be  repeated 
over  and  over  because  the  bullet  holes  of 
light  glow  for  only  a  fraction  of  a  second  be- 
fore fading  away.  In  most  computers,  the 
screen  is  redrawn  every  '/«)  second.  If  you 
had  a  very  fast  stopwatch  that  you  started 
when  the  gun  began  firing  at  the  upper  left 
corner,  you  could  read  the  elapsed  time 
on  the  watch  when  the  spray  of  electrons 
reached  any  particular  point  on  the  screen 
and,  from  this  reading,  determine  how  far 
you  were  from  the  starting  position  at  the 
upper  left. 

This  is  the  secret  of  light  pen  operation. 
In  its  simplest  form,  the  pen  is  a  plastic 
cylinder  housing  a  phototransistor,  a  light- 
activated  switch.  {The  phototransistor  is  what 
you  see  behind  the  lens  at  the  end  of  the 
pen.)  When  the  pen  is  held  to  the  screen,  the 
beam  of  electrons  which  light  up  the  screen 
triggers  the  phototransistor,  causing  it  to 
signal  the  computer  that  the  beam  has  been 
detected.  The  computer  must  then  check  its 
video  stopwatch  to  see  how  much  time  has 
elapsed  since  it  started  drawing  the  screen. 
It  can  then  compute  where  on  the  screen  the 


pen  is  being  held. 

If  the  screen  is  being  drav^fn  many  times 
a  second,  the  pen  will  detect  the  spray  of 
electrons  each  time  the  screen  is  drawn.  Since 
the  spots  of  light  are  so  small,  the  pen  may 
be  triggered  at  a  slightly  different  point  each 
time.  The  readings  you  get  from  simple  pens 
can  thus  be  somewhat  unsteady,  especially 
for  the  horizontal  location  of  the  pen.  Pro- 
grams written  for  simple  pens  usually  require 
that  you  touch  a  key  on  the  keyboard  to  tell 
the  computer  when  you  want  the  reading  to 
be  accepted. 

More  sophisticated  (and  hence  more 
expensive)  pens  have  additional  circuitry 
which  allows  them  to  latch  after  triggering 
so  that  the  readings  do  not  change  every 
time  the  screen  is  drawn.  This  means  the 
readings  will  be  much  more  stable,  and  that 
you  will  not  need  to  use  the  keyboard.  A 
switch  in  the  pen  tells  it  when  to  hold  the 
current  reading.  In  some,  the  switch  is  built 
into  the  nose  of  the  pen  so  that  you  latch  the 
reading  by  simply  pressing  the  pen  against 
the  screen. 

If  you  want  to  use  a  light  pen  or  a 
graphics  tablet  with  your  own  programs, 
keep  in  mind  that  they  won't  draw  on  the 
screen  for  you.  Like  a  joystick  or  a  set  of 
paddles,  the  pen  or  pad  provides  only 
numeric  readings.  It's  up  to  you  to  write  the 
software  which  will  decipher  the  input  from 
the  pen  or  tablet  and  then  accomplish  some- 
thing in  your  program. 


three-year-olds  using  them," 

Beyond  that,  graphics  tablets  and  light  pens 
can  attract  adults  as  well.  "People  seem  to  enjoy 
being  able  to  sit  down  and  draw,"  says  Ranson. 
"Graphics  tablets  meet  a  fundamental  human 
need — the  need  to  express  oneself." 

Light  Pen  Elbow? 

The  naysayers  to  these  new  communication  tools 
complain  about  physical  inconveniences.  Your 
arm  can  get  tired  from  holding  the  light  pen.  The 
cord  can  get  tangled  and  caught  under  things.  It 
can  be  confusing  to  look  back  and  forth  from  the 
tablet  to  the  screen. 

"There  is  a  spatial  problem  when  you're  writ- 
ing or  drawing  on  the  screen,"  says  Ranson.  "But 
I  don't  think  it's  major."  Elliot  argues  that  "Once 
familiarity  sets  in,  you  don't  look  at  the  tablet." 

A  more  serious  accusation  is  that  thev're  kids' 
stuff,  that  you  can't  do  more  than  draw  pictures 
of  trees  and  bunnies  and  houses. 

"Granted,  tl^iey're  great  for  kids,"  says  Byrne 


Elliot.  "I  know  a  lot  of  kids  use  Flexidraw  for  things 
like  making  valentines.  But  I  also  know  of  women 
who  use  it  to  design  wallpaper  and  make  dress 
patterns,  and  professionals  who  draw  up  plans 
for  the  interiors  and  exteriors  of  buildings  with  it. 
Graphics  is  becoming  a  lot  more  important  to 
different  kinds  of  people." 

Input  For  The  Future 

Will  a  new  input  device  come  along  thai  will  make 
pens  and  tablets  or,  for  that  inatter,  keyboards 
obsolete?  "Voice  recognition  is  not  as  simple  as 
some  people  think,"  says  Chalkboard's  Ranson. 
"Say  you're  a  writer  and  want  to  sit  down  and 
dictate  your  work.  I  defy  you  to  read  everything 
you  write  all  day.  You'll  lose  your  voice. 

"Until  we've  reached  the  ultimate,  there  will 
be  a  lot  more  people  exploring  how  to  get  into  the 
computer  other  than  QWERTY.  We've  been  exist- 
ing with  joysticks  and  keyboards  for  a  long  time 
now.  There  will  always  be  room  for  more  than 
one  input  device."  q 


42     COMPUTE!     Moy1964 


Ilv '} 


I 


If  you've  been  having  a  hard  time 
teaching  your  newly-adopted  computer 
there's  more  to  life  than  fun  and  games, 
you're  not  alone. 

Now,  you  can  introduce  your  Commodore  64™  to  the  Worl<  Force:  affordable,  easy-to- 
use  software  and  hardware  that  will  unleash  the  power  you  always  expected  from  your 
Commodore  64™,  but  thought  you  might  never  see. 


PuperClip" 

is  simply  the  best  word  processing  program  of  its 
kind— loaded  with  advanced  features,  yet  so  easy  to 
use  even  a  novice  can  get  professional  results.  With 
SpellPiick™,  it  even  corrects  your  spelling!  Once  you've 
tried  it,  you'll  never  use  a  typewriter  again. 

The  Consultant" 

{formerly  Delphi's  Oracle) 
is  like  a  computerized  filing  cabinet  with  a 
brain.  Organize  files  for  recipes,  albums, 
or  the  membership  of  your  service  club. 
Then  search,  sort,  arrange  and 
analyze  your  information  with  speed 
and  flexibility  that's  simply  astounding. 

SpellPack 

teaches  your  64  to  spell.  It  checks  an  entire 
document  in  2  to  4  minutes  against  a 
dictionary  of  over  20,000  words.  And  you 
can  add  up  to  5,000  of  your  own 
specialized  terms.  Type  letter  perfect  eveiy 
time! 


BusOtrdfl" 

is  a  magic  box  that  lets  you  transform  your  humble 

home  computer  into  a  powerful  business  machine.  It 

gives  you  the  added  power  of  BASIC  4.0,  and  lets 

you  add  IEEE  disk  drives,  hard  disk,  virtually  any 

parallel  printer,  and  other  peripherals  without  extra 

interfaces.  Completely  software  invisible. 

BJ,'80  ™  Cohimn  AH^jntor 

gives  you  crystal  clear  80  column 

display.  Using  the  highest  quality 

hardware,  we've  eliminated  the  problems 

of  snow,  fuzziness  and  interference. 

Basic  4.0  commands  greatly  simplify 

disk  drive  access.  Switches  easily  from 

40  to  80  column  display. 

Discover  the  true  power  of  your 

Commodore  64'".  Ask  your  dealer  about 

the  Commodore  64'"  Work  Force,  from 

Batteries  Included — the  company  that 

doesn't  leave  anything  out  when  it  comes 

to  making  things  simple  for  you. 


INCLUDED 


"Excellence  in  Software' 

These  products  have  been  developed  specifically  for  Commodore  computers  by  Batteries  Included  and  are  totally  compatible  with  each  other.  For  a  full  color  brochure  write  to; 

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fi4  AND  COiMMniVlRF  Rd  ARP  PPftlfiTPRFnTRAnp  MfiHU-QOP  rnUMnnnnc:  nnciMCCC  uar-uiMce 


t^  i£  ill  J!.--:  _-'.i.    .-. 


A  Portrait  Of  The  Computer  Artist 


With  Mil<e  Newman 


description  of  his  computer  art.  He  spoke 
with  us  recently  about  his  development  as  a 
computer  artist  and  the  future  of  personal 
computer  art. 

Newman  is  quickly  becoming  one  of 
the  recognized  masters  of  computer  art.  His 
work  has  been  exhibited  worldwide.  Many 
of  his  computer  paintings  were  featured 
in  foseph  Deken's  recent  book  Computer 
Images:  State  of  the  Art. 

I  Newman,  29,  is  supervisor  of  Creative 
IServices  for  the  DICOMED  Corporation  of 
Minneapolis,  an  international  leader  in  pre- 
cision computer  graphics.  What  started  four 
years  ago  as  a  part-time  experiment  with 
DICOMED  has  since  blossomed  into  a 
|:  full-time  commitment  to  computer 

art.  His  paintings  were  created  on 
a  $130, 000  state-of-the-art 
computer  design  station. 


COMPUTE!  Books 


GRAPHICS 


COMPUTEI's  Reference 
Guide  To 
Commodore  64 
Graphics 

A  complete  tutoftal  on 
Commodore  64  graphics. 
Noted  Commodore  author 
John  Herlborn  explains 
how  to  program  sprites, 
multicolored  screens,  ani- 
mation, custom  characters, 
and  more.  Beginners  will 
like  the  step-by-step  in- 
structions and  ciear  ex- 
ample programs.  Advanced 
programmers  can  build  up 

their  tool  kit  with  the  character  editors,  sprite  editors,  screen 

design  program,  and  other  useful  utilities. 

218  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-942386-29-9 


■FOR  KIDSi 


VIC  Games  For  Kids 

Contains  30  games  written 
just  for  kids  (although  adults 
will  enjoy  them  too).  This 
book  is  an  inexpensive 
source  of  educational  soft- 
ware for  children.  The 
games  are  designed  to 
teach  math,  geography, 
history,  and  other  topics. 
Children  learn  while  they're 
having  fun.  They  will  return 
to  these  games  again  and 
again. 


240  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-942386-35-3 


COMPUTE!': 

SECOND 
BOOK 

OF 


COMMODORE 


COMPUTEI's  Second 
Book  of 
Commodore  64 

Continues  in  the  tradition 
of  the  best-selling  First 
Book  ot  Commodore  64  in 
presenting  quality  pro- 
grams and  articles,  many 
revised  or  never  before 
published.  There's  some- 
thing for  almost  any  64 
user:  arcade  and  text  ad- 
venture games,  an  impres- 
sive word  processor,  a 
program  which  adds  4 1 
new  BASIC  commands,  an 
electronic  spreadsheet,  sound  and  graphics  tutorials,  and 
information  on  saving,  copying,  and  retrieving  files. 

288  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-942386-44-2 


COtVSVIB'sftsrBco; 
-COMMODORE" 


COIVIPUTE!  s  First 
Book  Of 
Commodore  64 

An  excellent  resource  for 
users  of  the  64,  with  some- 
thing for  everyone:  BASIC 
programming  technigues. 
a  memory  map,  a  machine 
language  monitor,  and 
information  about  writing 
games  and  using  peripher- 
als. Many  ready-to-type-in 
orograms  and  games. 


264  pages,  paperback. 

Spiral  bound  for  easy  access  to  prcgrams. 

$12.95 

ISBN  0-942386-20^5 


UUI  III 


COMPUTE  is  First 
Book  Of 
Commodore  64  Games 

Packed  full  of  games: 
"Snake  Escape,"  "Oil  Ty- 
coon, ""Laser  Gunner," 
"Zuiderzee," and  many 
more.  Machine  language 
games  requiring  fast  hands 
and  a  good  eye,  as  well  as 
strategy  games  which  will 
exercise  your  mind.  Intro- 
ductory chapters  and  an- 
notated listings  provide 

s^  :_.^;  ideas  and  techniques  for 

writing  games.  An  excellent 

introduction  for  64  owners  who  want  to  Degin  writing  games. 

21 7  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

fSBN  0-942386-34-5 


m  toTT^  co^lffi'.is^ 


COMPUTE!'!  First 
Book  Of  Tl  Games 

Although  this  book  is 
packed  with  ready-to-type- 
in  games  |29  in  all),  it  is 
more  than  just  a  book  of 
games.  It  is  designed  to 
teach  game  programming 
techniques.  Introductory 
chapters  explain  the  special 
features  of  the  TI-99/4  and 
99/4A,  giving  advice  on 
coding  techniques.  Most 
i,^,  games  include  an  explana- 

tion of  how  the  program 
works.  Contains  mazes, 
chase  games,  old  favorites,  thinking  games,  creative  chal- 
lenges, and  more. 

211  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs, 

$12.95 

ISBN  0-942386- 1 7-5 


COMPUTEI's  Second 
Book  Of  VIC 

This  is  just  the  book  to 
follow  the  best-selling  First 
Book  of  VIC:  clear  explana- 
tions of  programming 
techniques,  an  extensive 
memory  map,  a  mini  word 
processor,  a  system  for 
creating  sound  effects,  a 
custom  character  maker,  a 
machine  language  assem- 
bler, and  "Gumball,"  an 
extraordinary  all-machine- 
language  game. 


274  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

SI  2.95 

ISBN  0-942386-16-7 


COMPUTEI'S  FIRST  BOOK  OF 
■hCOMMODORE^ 


SOUND 

AND 

GRAPHICS 


;ii::i^jirivji!ffaii*tfii/:-H:s;iiP_il;'^ijcz£i^:;?iri^S^T:; 


COMPUTEI's  First 
Book  Of  64  Sound 
And  Graphics 

Clear  explanations  of  the 
64 's  sound  and  graphics 
capabilities.  Includes  many 
tutorials  and  example  pro- 
grams: "MusicM3Ster,"a 
complete  music  synthe- 
sizer; "High-Resolution 
Sketchpad,"  an  all- 
machine-language  pro- 
gram for  making  computer 
art;  and  "Ultrafont  Character 
Editor,"  one  of  the  best 
character  editors  available. 


The  appendices  feature 
useful  reference  charts  and  conversion  tables. 

275  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-942386-2 1-3 


COMPUTE!'  Publicationsjnc® 

One  of  the  ABC  Publishing  Companies  y^^^ 

Post  Office  Box  5406,  Greensboro,  North  Carolina  27403 


picking  these  icons,  or  picto- 
grams.  For  instance,  if  vou  want 
to  examine  color  and  work  with 
the  color  menu,  you'd  go  to  a 
magnifying  glass  icon  that's 
perched  over  a  picture  of  a  rain- 
bow. And  that  means  to  examine 
color. 

The  design  station  has  640 
pixels  across  on  the  screen  and 
480  down.  VVe  write  everything 
down  on  the  disk  in  very  high 
resolution — 8000  lines.  We  can 
zoom  into  an  area.  We  don't 
blow  up  the  frame  buffer  as  on 
other  systems  where  you  get 
great  big  pixels,  big  squares. 
We  read  it  off  a  disk  and  redraw 
it  so  that  we  can  actually  address 
the  resolution  that  the  film  re- 
corder [which  turns  the  image 
into  a  color  slide]  is  going  to 
see.  So,  we  have  the  addressa- 
bility of  that  high  resolution, 
which  is  unique. 

Then  everything  goes  di- 
rectly onto  the  disk.  We  have 


over  16  million  colors  that  we 
can  blend  and  use  on  the  system. 
One  of  the  things  that  we  found 
out  early  on,  and  one  of  the 
things  I  was  adamant  about, 
was  that  we  don't  have  lo  con- 
sciously dump  the  data  to  disk. 
We  have  a  continuous  disk  up- 
date system.  But  you  can  back 
yourself  up  in  case  you're  going 
in  a  direction  that  you  don't  like 
and  you  want  to  get  back  to  a 
previous  state. 

As  an  artist,  you're  gener- 
ally intensely  working  on  some- 
thing and  the  last  thing  in  the 
world  you  want  to  do  is  to  re- 
member to  save  this  or  that. 

COMPUTE!:  What's  the  attrac- 
tion of  computer  art? 

Newman:  The  first  thing  that 
attracted  me  was  that  it  took 
only  about  ten  minutes  to  un- 
derstand that  this  was  just 
another  tool,  and  that  you  could 
put  a  computer  and  art  together. 


Computer  a  tisl  Mike  Newman 
inspects  his  own  digitized  image. 


THERE'S  A  COMPUTER  BORN  EVERY  MINUTE 

GIVE  IT  A  HOME. 


For  vw*y«Sfd  with  the  CS-1632  you  can  house  your  compulcr. 
peripherals,  and  accessories  without  spending  a  fortune 


For  those  with  a  large  computer  family  the  CS-2748  gives  you  ail  the  room  you 
need  for  your  cornputer,  morutor.  printer,  peripherals,  software,  etc.  at  a  pnce 
that's  hard  to  believe:  $299.95. 


The  CS-i632  computer  storage 
cabinets  compact  yet  functional 
design  fits  almost  anywhere 
while  housing  your  computer 
monitor,  joysticks,  software. 
books  and  peripherals  all  for 
only  $89. 9S. 

The  slide  out  shelf  puts  the 
computer  at  the  right  height  and 
position  for  easy  comfortable 
operation. 

The  fold  up  locking  door  keeps 
unwanted  fingers  off  the  key 
board  when  not  in  use. 
To  store  joysticks  just  turn  them 
upside  down  and  slide  them  into 
the  inverted  storage  tack. 
Twist  tabs  on  the  back  of  center 
panel  allow  for  neat  concealed 
grouping  of  wires,  while  power 
packs  rest  hidden  behind  center 
panel  on  shelf 
The  slide  out  software  tray 
has  room  for  14  cartridges  or 
cassettes  and  up  to  30  diskettes. 
Most  brands  of  software  will  fit 
between  the  adjustable  parti- 
tions with  a  convenient  hook  for 
the  spare  key  al  rear 
Stand  fits  Atari  400  &  600. 
Commodore  64  S  VIC  20. 
Ti  99/4A  and  TRS-80. 
Cabinet  dimensions  overall  36" 
high  X  33-7/8"  wide  x  16"  deep. 


To  order  CS- 1632  send  539.95  lo;      To  order  CS.2748  send  S29y.95  to: 


-i  I'  L-1    *      P.O. Box 446 
>    1  I     I  r*l   J      W«sl  tpm,  OS  97068 


SYSTEMS 


For  Fast  Phone  Orders  CaU  Toil  Free  1-800-547-3100 
Inside  Oregon  Call  (503)  63S-6667 


Name. 


Address 


City 

Quantity. 


,  State  . 


.CS-1632 


Quantity. 


-Zip 


.CS-274e 


Q  Golden  Oak  Finish  □  Natural  walnut  finish 

n  My  personal  check,  cashiers  check  or  money  order  is  enclosed, 

n  Bill  my  VISA  # __™_Exp.  Date 

□  Bill  my  MasterCard  #  . Exp.  Date 

n  Please  include  freight  charge  on  my  VISA  or  MasterCard. 

Card  Holders  Signature 


immediate  shjpmem  if  in  •j.tacit  [Fnot.  aliow  34  w€«ks  for  delivery  If  pcrsorysl  check  is  sent  allow  addifloiuil 
2  weeks.  CS-1632  ships  UPS  (reighl  coUecl  from  Oregon.  CS-27^ shrps  by  InicM  frcighl  coikcl  fromOregor^ 
Pnces  subject  to  change.  Shipment  stihjed  (o  availabUilv 

Both  the  CS- 1633  and  CS-27';S  ship  unassembled  in  two  canons  Assembly  requires  onlya  screwdnvcr. 

hammer,  and  a  few  minutes  of  your  lime 

Choice  in  simulated  woodgiain  of  warm  golden  oak  or  nch  nalutitl  wainm  finish 


The  two  slide-out  shelves  put 
the  keyboard  at  the  proper  oper- 
ating height  while  allowing  easy 
access  to  the  disk  drives. 
The  bronze  tempered  glass  door 
protecting  the  keyboard  and 
disk  drives  simply  tifts  up  and 
slides  back  out  of  the  way  during 
use. 

Twist  tabs  on  the  back  of  the 
center  pane!  allow  for  neat  con- 
cealed grouping  of 'jvircs  while 
a  convenient  storage  shelf  for 
books  or  other  items  lies  below. 
The  printer  sits  behind  a  fold 
down  door  that  provides  a  work 
surface  for  papers  or  books 
while  using  the  keyboard.  The 
lift  up  top  allows  easy  access 
to  the  top  and  rear  of  the  printer. 
A  slot  in  the  printer  sheif  aliows 
for  center  as  well  as  rear 
feed  printers. 

Behind  the  lower  door  are 
a  (op  shelf  for  paper,  feeding  the 
printer,  and  a  bottom  sheif  to 
receive  printer  copy  as  well 
as  additional  storage. 
Stand  fits  same  computers 
as  the  CS-1632  as  well  as  the 
Appie  i  and  II,  IBM-PC.  Franklin 
and  many  others. 
The  cabinet  dimensions  overall: 
39-1/2"  high  X  49"  wide 
X  27"  deep. 

Keyboard  shelf  20"  deep  x  26" 
wide.  Disk  drive  shelf  15-34" 
deep  X  26"  wide.  Top  dielf  for 
monitor  17"  deep  x  27"  wide. 
Printer  shelf  22"  deep  x  19"  wide. 


Some  people  think  of  the 
stereotype  of  a  mathematically 
oriented  artist,  of  which  there 
are  very,  very  few.  There  are 
some  who  do  write  their  own 
programs  and  do  artwork,  but 
they  are  in  a  completely  different 
ballpark.  They  are  artists  and 
scientists  at  the  same  time. 

I  figured  if  I  could  do  this, 
then  anybody  could.  It  also  at- 
tracted me  that  this  was  not  a 
threat,  because  the  computer 
wasn't  going  to  do  anything 
without  me.  It  wasn't  going  to 
do  anything  terrific  without 
somebody  who  knew  about  art. 

COMPUTE!:  What  made  you 
reach  that  conclusion? 

Newman:  When  I  saw  the  work 
that  some  of  the  programmers 
were  doing.  They  weren't  doing 
terrific  work  [artistically],  al- 
though one  of  the  programmers 
does  really  great  graphics  be- 
cause he  also  likes  art. 

It  became  clear  very  quickly 
what  the  benefits  were:  I  could 
make  a  piece  of  art  and  experi- 
ment with  it,  begin  to  do  things 
with  it,  and  see  that  instead  of 
just  think  about  it.  In  conven- 
tional graphics  you  say  "I  won- 
der what  this  would  look  like  if 
it  were  smaller,  or  turned  a  little 


bit?"  Whatever  the  changes — 
color,  position,  rotation,  dupli- 
cation— instead  of  thinking 
about  it,  with  the  computer  you 
can  try  it.  You  just  do  it. 

It  allows  the  artist  to  do  real- 
time dreaming,  giving  you  a 
much  stronger  sense  of  design. 
It's  the  same  thing  with  color. 
The  best  thing  I  ever  did  was  to 
take  up  watercolors  because  I 
had  to  understand  what  colors 
were  doing  when  they  were  on 
top  of  one  another,  when  they 
were  mixed  together.  And  the 
computer  just  enhances  all  that. 

Now  I  blend  colors  in  the 
same  way  using  the  computer, 
but  I  can  see  the  artwork.  After  I 
have  the  artwork  done,  I  can 
begin  to  play  with  colors  and 
with  shapes.  It's  Hke  working  on 
a  painting  and  the  paint  never 
dries.  You  can  still  work  with  it, 
but  it's  more  permanent  than 
paint  because  it's  digital  on  a 
magnetic  medium.  So,  the  per- 
manency is  neat,  but  the  flexibil- 
ity is  just  remarkable. 

COMPUTE!:  How  do  you  an- 
swer critics  who  say  that  com- 
puter art  is  not  a  genuine  art 
form? 

Newman:  I  think  that's  a  real 
misconception.  People  get  the 


Newman  created  the  commercial 
graphics  bar  chart  and  surrounding 
artwork  (far  left)  hy  using  an  Apple  lie 
and  the  DICOMED  D38  and  Imagina- 
tor  design  stations.  "Geese,"  (top)  an 
example  of  computer  interpolation  in 
which  Escher-st\jle  geese  and  a  photo- 
graphic slide  are  transformed.  The  de- 
mands of  commercial  graphics  (bottom) 
have  helped  to  stretch  the  limits  of  com- 
puter art, 

opinion  that  computer  art  is 
something  done  by  a  computer. 
In  fact  I'll  read  that  occasionally: 
"This  art  was  made  by  com- 
'puter."  Well,  that  whole  concept 
is  wrong.  This  art  was  made  by  a 
human  using  a  computer.  You 
don't  say  "This  photograph  was 
made  by  a  camera."  You  usually 
give  credit  to  the  photographer, 
and  it's  the  same  thing  with  a 
computer.  Not  only  that,  but  the 
person  who  wrote  the  program 
for  the  computer  did  a  lot  of  crea- 
tive programming.  There's 
creativity  there,  too. 

If  you  look  at  the  wide  vari- 
ety of  computer  artwork,  you 


52    COMPimi     May  1984 


I 


AT  LAST, 


Ami  we  don't  mean  o  bargain-basement 
special,  either. 

Not  by  a  long  shot.  The  Abati  LQ-20  is  a  top- 
quality  printer,  all  the  way  Offering  quiet, 
bidirectional  operation,  an  18  characters  per 
second  printing  speed,  single  sheet  or  optional 
continuous  form  tractor  feed,  and  a  full  one- 
year  warranty  All  at  a  price  even  Ebenezer 
Scrooge  would  love. 

And  you'll  love  it,  too. 


Especially  when  you  consider  that  the  Abati 
LQ-20  is  compatible  with  IBM,  Apple,  or  any    i 
other  microcomputer  you  might  own.    j^H" 

Plus,  it's  incredibly  easy  to  configure  for  word  , 
processors  and  spreadsheets,  as  well  as  most 
other  software.  And  it's  available  in  either  serial 
or  parallel  formats. 

At  $479r  it's  easy  to  see  why  anyone  looking  for 
a  great  buy  in  letter-quality  printers  is  looking  at 
the  Abati  LQ-20.  So  should  you.  After  all,  you  p 
don't  have  to  be  a  tightwad  to  buy  the  Abati 
LQ-20.  Just  act  like  one.  Call  1-800-447-4700. 


'Parallel  model. 


Apple  is  the  registered  trademark  of  Apple  Computer,  Inc. 
IBM  is  the  registered  trademarl<  of  Internatior^ai 
Business  N^actiines  Corp. 


y'-  -.'^■■■•r^J,^'^    '''^"^  ■ 


"Ed's  First  String  Art." 

can  see  that  it's  not  just  taking  a 
picture  and  doing  image  pro- 
cessing, like  distorting  a  picture. 
It's  starting  from  nothing,  a  blank 
screen.  Instead  of  a  piece  of 
paper,  you  have  a  video  screen. 
And  you  work  with  shapes  and 
colors  and  light  and  textures  and 
all  of  the  conventional  things 
that  we  know  about  art.  And 
you  put  these  things  together. 

It  has  human  emotional 
feelings  built-in,  just  as  every  art 
form  does.  That's  what  makes  it 
art.  My  work  looks  different 
from  somebody  else's  work. 
That's  because  emotions  are 
involved,  and  that's  what  com- 
puters don't  have.  Without  the 
artist,  it  just  sits  there. 

COMPUTE!:  What  influences 
have  contributed  to  your  com- 
puter artwork? 

Newman:  I  take  in  as  much  in- 
formation from  as  many  sources 
as  possible.  I  like  to  think  that 

54     COMPUTE!     Mav1984 


my  visual  artwork  is  influenced 
by  music  as  much  as  it  is  by  other 
artists.  I  don't  draw  boundaries 
between  dance  and  literary  art 
and  visual  art.  To  me,  it's  all- 
encompassing.  So  I  may  have  a 
visual  depiction  of  a  song,  or 
music  may  have  a  certain  effect 
on  me  that  will  give  me  a  differ- 
ent sense  of  color  for  a  particular 
design. 

I  am,  however,  influenced 
by  other  artists,  I'd  say  the  first 
computer  artist — who  was  a 
computer  artist  without  a  com- 
puter— was  M.C,  Escher.  This 
gets  back  to  saying  that  computer 
art  is  not  necessarily  art  made  by 
computers.  It's  art  made  by  hu- 
mans. If  you  look  at  Escher's 
work,  it  was  made  by  the  "com- 
puter" that  he  carried  around 
with  him.  To  me,  he  is  the  first 
computer  artist.  The  difference  is 
that  he  didn't  have  a  computer. 

Also,  I'm  very  influenced  by 
design  technology — the  revolu- 


tionary. Buckminster  Fuller, 
although  he  wasn't  an  artist  in 
the  conventic)nal  sense,  had  a  lot 
of  influence  on  my  work.  And  a 
host  of  a  thousand  musicians 
and  other  artists.  [Laughs]  In  an 
unconscious  way,  I'm  affected 
by  everything  that  I  see — Andy 
Warhol,  James  Wyeth — I  enjoy 
everything. 

COMPUTE!:  What  advice  would 
you  give  those  who  want  to  get 
started  in  computer  art? 

Newman:  The  first  thing  you 
want  to  do  to  be  a  computer  artist 
is  to  be  a  gooQ  artist.  You  can 
learn  the  computer  part,  but  it's 
hard  to  develop  artistically. 
Whether  you  do  it  in  art  school 
or  on  your  o-\vn,  develop  the 
artistic  talent  first. 

I  was  not  willing  to  become 
only  a  fine  artist,  because  I  was 
afraid  that  I  v/ould  wind  up  being 
a  starving  artist,  and  that's  not 
what  I  wanted  in  life.  Some 


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Newman's  "Metamorphosis"  is  another  form  of  computer  interpolation.  Caterpillar  becomes  butterfly. 


people  feel  so  committed  to  the 
work  they're  doing  that  they'll 
take  that.  Those  are  conventional 
decisions  you  make  about  art, 
and  they  need  to  be  made. 

There  are  some  schools  in 
the  United  States  and  Canada 
now  that  are  beginning  to  have 
computer  graphics  programs. 
They  will  give  you  a  good  over- 
view of  the  types  of  systems  that 
are  out  there,  and  also  give 
hands-on  experience  on  the 
equipment  so  that  they  know 
what  computer  graphics  is  all 
about. 

COMPUTE!:  What  are  the  limi- 
tations in  computer  art? 

Newman:  There's  no  medium 
that  does  everything.  The  more 

56    COMPOni     MOV  1984 


painterly  aspects  of  art  are  hard 
to  simulate.  In  order  to  get  the 
high  resolution  we  have,  we're 
based  on  what  we  call  graphic 
primitive  shapes.  You  tell  the 
computer  you  want  to  make  a 
line,  and  it  knows  you  want  to 
make  a  line.  You  tell  it  you  want 
to  make  a  perfectly  round  shape, 
and  it  expects  you  to  tell  it  if  you 
want  a  full  round  shape,  how 
big  it's  going  to  be,  and  where 
it's  going  to  start  and  stop. 

There  are  other  systems  that 
work  on  a  property  of  more 
painterly  aspects,  and  these  sys- 
tems are  called  paint  systems. 
They're  more  like  what  you  see 
on  personal  computers  these 
days.  That  is,  you  say  you  want 
to  make  a  brush  that  is  this  fat 


and  you  want  it  to  be  this  color, 
for  instance. 

The  only  problem  is  that 
you're  just  concerned  with  which 
little  lights  [pixels]  are  on  and 
off,  and  it's  hard  to  translate  that 
into  high  resolution.  You  can't 
just  take  a  display,  even  if  it's  a 
high-resolution  display,  and, 
say,  double  it  and  expect  it  to 
look  better. 

I  do  feel,  however,  that  at 
some  point  this  won't  be  a  prob- 
lem. I  still  consider  this  medium 
to  be  in  its  very  beginning  stages. 
We're  just  coming  out  of  the 
basement  now.  All  I  know  is 
that  as  an  ar  iist  who  has  access 
to  computers,  1  have  a  lot  to  look 
forward  to.  And  I  expect  many 
great  things  to  occur.  © 


^ooo 


Jooo 


COMPUTERS! 


''OOO 


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Plotting 


Tim  R.  Colvin 


Hozv  many  times  have  you  seen  beautiful  three- 
dimensional  grapliics  in  the  ads  for  video  monitors  and 
printers?  Now,  with  these  easy-to-use  programs,  you 
can  create  three-dimensional  images  of  your  own.  Ver- 
sions are  included  for  the  Commodore  64,  Atari,  Apple, 
IBM  PC  and  PCjr. 


These  two  programs,  "Rectan"  and  "Spheri," 
will  plot  three-dimensional  figures  using  informa- 
tion which  you  provide. 

You  don't  really  need  to  delve  into  the 
mathematics  which  produce  the  images.  You  can 
just  fiddle  with  the  examples  given  to  produce 
many  effective  displays.  Let's  look  at  some  graphic 
examples.  First  type  in  each  program  and  SAVE  it 
to  tape  or  disk. 

Then  LOAD  Rectan.  To  have  Rectan  draw  a 
hyperbolic  paraboloid,  or  "saddle  function"  (it 
resembles  a  riding  saddle),  replace  line  790  with: 

790    Z=X*X/4-Y*Y/9 

and  give  the  following  inputs: 

-2,2,-3,3,25,25,45 

For  another  interesting  design,  use: 

790    z=-l/(X*X+Y*Y+.5) 

and  give  the  following  inputs: 

-1,1,-1,1,20,20,45 

The  program  will  print  SCREEN  SCALING 
IN  PROGRESS.  The  program  is  scaling  the  image 
to  fit  on  the  screen,  which  can  require  a  lot  of  time. 
The  rule  is:  The  more  complicated  the  description 
of  the  surface,  the  longer  this  step  takes. 

58    COMPUni    May  1984 


The  Plotting  Begins 

When  the  previous  step  is  completed,  the  screen 
will  clear  and  turn  cyan.  The  high-resolution 
plotting  now  begins.  When  the  plot  is  finished, 
the  color  of  the  top  left  corner  of  the  screen  will 
change  color.  The  program  is  locked  in  a  loop  so 
you  can  look  at  your  creation.  When  you  have 
finished  looking  at  the  display  hold  down  RUN/ 
STOP  and  hit  RESTORE. 

A  Spheri  Demonstration 

To  see  a  torus  {doughnut  shape),  type  NEW  to 
clear  memory.  Then  LOAD  Spheri,  replace  lines 
820-840  with; 

820  XT=(4+C1)*C2 
830  YT=(4+C1)*S2 
840    ZT=S1 

and  give  the  following  inputs: 

0,360,0,360,25,25,45 

For  a  sphere,  use: 

820  XT=C1*C2 
830  YT=C1*S2 
840    ZT=S1 

and  give  the  following  inputs: 

0,360,0,180,15,15,45 

An  Illusion  Of  Depth 

These  programs  use  rectangular  and  spherical  coor- 
dinate systems  to  create  an  illusion  of  depth  in  the 
screen  image.  You're  probably  familiar  vvfith  the 
X-Y  coordinate  system  used  to  specify  the  location 
of  a  point  on  a  flat  surface.  For  example,  in  Figure 
1  the  point  is  located  five  units  over  on  the  X  axis 


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and  six  units  up  on  the  Y  axis.  The  point  is  said  to 
be  at  location  5,6. 


^^^K 

^^^^^^^K 

Figure  1:   l^^^^^H 

Two-Dimensional 
Rectangular  Coordinates 

'              X=5 

mv 

This  simple  system  works  well  for  specifying  the 
location  of  a  point  in  a  two-dimensional  design 
on  a  flat  surface,  but  for  3-D  plotting  you  need  a 
third  coordinate. 

Several  coordinate  systems  are  commonly 
used  to  plot  three-dimensional  surfaces.  The  par- 
ticular coordinate  system  you  should  use  depends 
on  the  shape  you  want  to  draw.  Any  system  can 
be  used,  but  if  you  choose  the  right  system,  you 
can  simplify  your  calculations  considerably. 

A  Simple  Solution 

The  easiest  system  to  understand  is  just  an  exten- 
sion of  the  rectangular  (X-Y)  coordinates  you  are 
already  familiar  with.  All  you  need  to  add  is  a 
third  coordinate  (Z)  for  the  third  dimension.  For 
example,  the  point  in  Figure  2,  below,  is  located 
five  units  out  on  the  X  axis,  six  units  over  on  the 
Y  axis,  and  four  units  up  on  the  Z  axis.  The  point 
is  said  to  be  at  location  5,6,4. 


z  Figure  2: 
1^  Three-Dimensional 
Rectangular  Coordinates 


X  =  5 
Y  =  6 
Z  =  4 


7L— , — ^  Y 


A  System  For  The  Stars 

On  the  other  hand,  if  the  design  you  wish  to  draw 
is  roughly  the  shape  of  a  sphere,  you  should  use 
spherical  coordinates.  In  that  system,  a  point  is  de- 
scribed by  two  angles  and  a  distance  from  the 
origin.  For  example,  astronomers  use  spherical 

60    COMPUTE!     May  1984 


coordinates  to  describe  the  position  of  a  star  rela- 
tive to  the  earth.  The  nzimuthal  angle  of  the  star, 
designated  by  the  Greek  letter  theta  (  6  ).  is  the 
direction  you  must  face  to  view  the  star.  If  north 
is  taken  to  be  zero  degrees,  then  a  star  that  lies 
due  east  has  an  azimuthal  angle  of  90  degrees. 
The  elevation  angle,  designated  by  the  Greek  letter 
phi  ( <}) ),  specifies  how  much  you  must  tilt  your 
head  back  to  look  directly  at  the  star.  If  the  horizon 
is  taken  to  be  zero  degrees,  a  star  that  is  directly 
overhead  has  an  elevation  angle  of  90  degrees. 
Finally,  the  radial  distance,  designated  by  the  letter 
r,  is  the  distance  between  the  earth  and  the  star. 

Using  spherical  coordinates,  the  point  shown 
in  Figure  2  has  an  azimuthal  angle  of  50.2  degrees, 
an  elevation  angle  of  33.7  degrees,  and  a  radial 
distance  of  8.77  units,  as  shown  in  Figure  3. 


z  Figures: 

Spherical  Coordinates 


-  -n        6  =  50.2° 
/  '         (J)  =33.7° 
I  r  =  8.77 


1 


Despite  the  fine  graphics  they  produce,  these 
programs  have  a  couple  of  limitations.  Screen 
pixels  are  taller  than  they  are  Vk'ide,  which  makes 
spheres  look  slightly  less  round  than  they  should. 
Also,  we  see  the  surface  as  if  ii  were  transparent 
and  contour  lines  were  drawn  on  it.  A  more  ad- 
vanced program  (such  as  those  available  commer- 
cially) would  remove  lines  that  we  couldn't  see  if 
the  surface  were  not  transparent. 


Program  1:Rectan— 64  version 

Refer  to  the  "Automatic  Proofreader  article  before  typing  this 
program  in. 

100  REM  *  THREE-DIMENSIONAL  SURFACES  * 

: rem  2  53 
110  REM  *  IN  RECTANGULAR  COORDINATES  * 

irem  212 
130  PRINT  CHR$(147)  : rem  15 

140  PRINT  "LOWER  X  LIMIT  ";: INPUT  Al 

:rem  51 
150  PRINT  "UPPER  X  LIMIT  " j ; INPUT  Bl 

:rem  66 
160  PRINT  "LOWER  Y  LIMIT  ";sINPUT  A2 

:rem  65 


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S9 

JpERtOD                        1                     z                    3HH0LE    V 

.tsaloE    n              ISO              ISO              150 
^salfS     a              300              2Y5              35«i 

m\ti  1    <k%    Aki    soi 

l^ii:'?     m     %i    '%i 

298 

''^f±x'tl\k              215              2(11^''^®"/ 

^78 

tiSD^sa^s    "=>     "•    "« 

T8g 

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The  hyperbolic  paraboloid  resembles  a  saddle  or  a  trough 
curving  downward. 


170 

180 
190 
200 


PRINT  "UPPER  Y  LIMIT  ";: INPUT  B2 

; rem  70 


PRINT  "SLICES  IN  X 
PRINT  "SLICES  IN  Y 


";  1  INPUT  Nirem  HI 
"; tINPUT  Mtrem  112 


PRINT  "OBSERVATION  ANGLE 


; : INPUT  Q 
;rem  108 
"SCREEN  SCALING  IN  PROGRESS" 

irem  49 
Q=Q*. 0174532925  i rem  209 

CS=COS(Q)  :rem  239 

SI=SIN(Q)  :rem  251 

H1=(B1-A1)/319:H2=(B2-A2)/(N-1) 

irem  254 
H3=(B1-A1)/(M-1) ;H4=(B2-A2)/319:rem  2 
H1=99999999:M2=M1:N1=-M1:N2=N1 

: rem  167 
FOR  Y=A2  TO  B2  STEP  H2 
FOR  X=A1  TO  Bl  STEP  HI 


210  PRINT 


220 
230 
240 
250 

260 

270 

280 
290 
300 
310 
320 
330 
340 
350 
360 
370 
380 


GOSUB  610 

NEXT  X 

NEXT  Y 

FOR  X-Al  TO  Bl  STEP  H3 

FOR  Y=A2  TO  B2  STEP  H4 

GOSUB  610 

NEXT  Y 

NEXT  X 


:reni  87 
I  rem  84 
rem  170 
: rem  43 
: rem  45 
;reni  81 
! rem  86 
rem  175 
I  rem  49 
:rem  49 


390 

400 

410 

420 
430 
440 
450 
460 
470 
480 
490 
500 
510 
520 
530 
540 
550 
560 


D=ai92sPOKE  53272, PEEKC53272)OR8 

:rem  218 
POKE  53265, PEEK(53265)OR32  : rem  125 
FOR  I=D  TO  D+7999:POKE  I,0:NEXT  I 

;  rem  9 
FOR  1=1024  TO  2023:POKE  I,3:NEXT  I 

:rem  6 
: rem  52 
:rem  56 
:rem  102 
: rem  126 
:rem  106 
:rem  113 
: rem  13 
:rem  90 
! rem  78 
:rem  181 
: rem  46 
;rem  48 
!  rem  84 
:rem  89 
: rem  186 


Tl=(Nl-Ml)/2 

T2=CN2-M2)/2 

W=T1/T2 

IF  W<1. 60606061  THEN  480 

XS=159:2S=159/W 

GOTO  490 

XS=99*W:ZS=99 

FOR  Y=A2  TO  B2  STEP  H2 

FOR  X=A1  TO  Bl  STEP  HI 

GOSUB  690 

NEXT  X 

NEXT  Y 

FOR  X=A1  TO  Bl 

FOR  Y=A2  TO  B2 

GOSUB  690 


570  NEXT  Y 

580  NEXT  X 

590  POKE  1024,16 

600  GOTO  600 

610  GOSUB  790 

620  XT=X-Y*CS 

630  ZT=Z-Y*SI 

640  IF  XT>N1  THEN  N1=XT 

650  IF  XT<M1  THEN  Ml=XT 

660  IF  ZT>N2  THEN  N2=ZT 

670  IF  ZT<M2  THEN  M2=ZT 

680  RETURN 

690  GOSUB  790 

700  XT=160+INT(XS*CX-Y*CS-N1+T1) 

710  ZT=100-INT(ZS*(2-Y*SI-N2+T2) 

720  R0=INTCZT/8) 

730  CH=INT(XT/8) 

740  LN=(ZT)AND7 

750  BI=7-( (XT)AND7) 

760  BY=D+320*RO++8*CH+LN 

770  POKE  BY,PEEK(BY)0R(2TBI) 

780  RETURN 

790  Z=X*X/4-Y*Y/9 

800  RETURN 


:rem  52 

: rem  52 

; rem  39 

: rem  101 

:rem  183 

: rem  31 

: rem  42 

; rem  41 

5  rem  38 

: rem  49 

;rem  46 

: rem  126 

:rem  191 

/Tl) 

srem  82 
/T2) 

srem  94 
: rem  200 
: rem  177 
:rem  123 
5  rem  32 
I  rem  76 
;rem  178 
srem  127 
:rem  229 
irem  120 


160  PRINT  "LOWER  PHI  LIMIT 

170  PRINT  "UPPER  PHI  LIMIT 

180  PRINT  "SLICES  IN  THETA 

190  PRINT  "SLICES  IN  PHI  "; 


STEP  H3 
STEP  H4 


Program  2:  Spherl— 64  version 

Refer  to  the  "Automatic  Proofreader"  article  before  lyping  ttiis 
program  in. 

100  REM  *  THREE -DI  MENS  I  ONJ\L  SURFACES  * 

: rem  253 

110  REM  *{2  SPACES} IN  SPHERICAL  COORDINAT 

ES{2  SPACES]*  :rem  55 

130  PRINT  CHR$(147)  : rem  15 

140  PRINT  "LOWER  THETA  LIMIT  "r:INPUT  Al 

1  rem  91 
150  PRINT  "UPPER  THETA  LIMIT  ";:INPUT  Bl 

trem  96 
" r : INPUT  A2 

:rem  201 
" ; : INPUT  B2 

trem  206 
"; : INPUT  N 

:rem  141 
s INPUT  M 

trem  248 
200  PRINT  "OBSERVATION  ANGLE  "; s INPUT  Q 

trem  108 
210  PRINT  "SCREEN  SCALING  IN  PROGRESS" 

irem  49 
220  U=. 0174532925  trem  90 

230  Q=Q*U  srem  243 

240  CS=COS(Q)  srem  240 

250  SI=S1N(Q)  trem  252 

260  H1=(B1-A1)/319:H2=(B2-A2)/(N-1) 

irem  255 
270  H3=(B1-A1)/(M-1) tH4=(B2-A2)/319:rem  3 
280  M1=99999999:M2=M1;N1=-M1:N2=N1 

trem  160 
290  FOR  Y=A2  TO  B2  STEP  H2  trem  88 
300  FOR  X=A1  TO  Bl  STEP  HI  srem  76 
310  GOSUB  620  trem  172 

320  NEXT  X  trem  44 

330  NEXT  Y  trem  46 

340  FOR  X=A1  TO  Bl  STEP  H3  trem  82 
350  FOR  Y=A2  TO  B2  STEP  H4  trem  87 
360  GOSUB  620  trem  177 

370  NEXT  y  trem  50 

380  NEXT  X  trem  50 


62    COMPUTCI    Way1<J84 


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over  the  untuerse.  You'll  fly  in  low  over  awe-inspiring  scenery  whose  beauty  just  might  be  your 
end.  Guarding  the  approach  to  its  fortress  is  an  endless  array  of  computer  controlled  FLAK 
batteries.  They  always  seem  to  know  where  you  are,  where  you're  going  and  where  you'll  be. 
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the  fire  button,  the  tension  builds  ...   Can  you  take  it?  Will  you  survive  the  FLAK? 


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The  Mathematics  Of 
3-D  Plotting 

"Rectan"  plots  surfaces  using  rectangular 
coordinates  (x,y,z).  The  values  for  x  and  y 
are  specified;  the  value  of  z  is  then  given  by 
z  =  f(x,y)  for  some  function  f. 

To  use  Rectan,  specify  the  function  f{x,y) 
in  line  790.  For  example,  z  =  x*x/4-y*y/9 
defines  a  hyperbolic  paraboloid. 

"Spheri"  plots  surfaces  using  spherical 
coordinates.  This  method  describes  a  point 
on  the  surface  using  three  parameters:  radial 
distance  from  the  origin,  r;  azimuthal  angle, 
theta  ( 9  );  and  elevation  angle,  phi  ( <^). 

To  use  Spheri,  specify  x,y,  and  z  (called 
XT,YT,  and  ZT  in  lines  82&-840)  as  functions 
of  r,  theta,  and  phi  in  lines  820-840. 

Parameters  And  Slices 

Both  programs  are  structured  the  same.  You 
specify  parameter  ranges.  In  Rectan  these 
are  for  x  and  y;  in  Spheri,  for  0  and   <l>. 

Next  enter  the  number  of  slices  for  the 
parameters.  Each  slice  corresponds  to  a  con- 
tour line  on  the  surface,  A  contour  line  is 
where  one  of  the  parameters  is  held  constant. 

Finally,  you  specify  an  observation 
angle.  This  is  the  angle  which  allows  you  to 
see  a  three-dimensional  surface  on  a  two- 
dimensional  video  screen.  The  most  com- 
monly used  angle  is  45  degrees. 

If  you'd  like  any  technical  information, 
or  if  you  have  a  particular  surface  in  mind 
but  don't  know  how  to  write  an  equation  for 
it,  please  write  to: 

Tim  R.  Colviij 
1414  San  Remo  Dr. 
Pacific  Palisades,  CA  90272 


390 

D=8192!POKE  53272, PEEK(53272)OR8 

:rem  219 

400 

POKE  53265, PEEK(53265)OR32 

:rem  117 

410 

FOR  I=D  TO  D+7999:POKE  1,0: 

NEXT  I 

:rem  10 

420 

FOR  1=1024  TO  2023:POKE  1,3 

:NEXT  I 

s  rem  7 

430 

Tl=(Nl-Ml)/2 

I  rem  5  3 

440 

T2=(N2-M2)/2 

:rem  57 

450 

W=T1/T2 

srem  103 

460 

IF  W<1. 60606061  THEN  490 

;rem  128 

470 

XS=159:ZS=159/W 

srem  107 

480 

GOTO  500 

I  rem  106 

490 

XS=99*W:ZS=99 

srem  14 

500 

FOR  Y=A2  TO  B2  STEP  H2 

srem  82 

510 

FOR  X=A1  TO  Bl  STEP  HI 

srem  79 

520 

GOSUB  700 

srem  174 

530  NEXT  X 

540  NEXT  Y 

550  FOR  X=A1  TO  31  STEP  H3 

560  FOR  Y=A2  TO  B2  STEP  H4 

570  GOSUB  700 

580  NEXT  Y 

590  NEXT  X 

600  POKE  1024,16 

610  GOTO  610 

620  GOSUB  800 

630  XT=XT-YT*CS 

640  ZT=ZT-YT*SI 

650  IF  XT>N1  THEN  N1=XT 

660  IF  XT<M1  THEN  M1=XT 

670  IF  ZT>N2  THEN  N2=ZT 

680  IF  ZT<M2  THEN  M2=ZT 

690  RETURN 

700  GOSUB  800 

710  XT=160+INT(XS*(XT-YT*CS-N1+T1 

720  ZT=100-INT(ZS*CZT-YT*SI-N2+T2 

730  R0=INT{ZT/8) 

740  CH=INT{XT/8) 

7  50  LN=(ZT)AND7 

760  BI=7-( (XT)AND7) 

770  BY=D+320*RO+8*CH+LN 

780  POKE  BY,PEEK(BY)OR(2t3I) 

790  RETURN 

800  XA=X*UsCl=COS(XA) :S1=3IN(XA) 

810  YA=Y*U:C2=C0S(YA) :S2=SIN(YA) 

820  XT=(4+C1)*C2 

830  YT=(4+C1)*S2 

840  2T=S1 

850  RETURN 

Program  3:  Recton-^tari  version 


s  rem  47 

: rem  49 

; rem  85 

; rem  90 

srem  179 

srem  53 

srem  53 

srem  31 

srem  103 

srem  176 

srem  200 

srem  211 

s  rem  42 

:rem  39 

srem  50 

s  rem  47 

I  rem  127 

s  rem  175 

)/Tl) 

s  rem  2  51 

)/T2) 

5  rem  7 

srem  201 

srem  178 

srem  124 

srem  33 

srem  34 

srem  179 

srem  128 

srem  206 

srem  213 

s  rem  70 

srem  88 

srem  11 

srem  125 


Refer  to  the  "Automatic  Proofreader"  orticle  before  typirig  this 
program  in. 


BF 
OP 
PE 
PD 

PI 

CE 

cc 


130 
140 

150 
160 
170 
1B0 
190 
fiO  200 
OS  210 
10  215 
PC  220 
DP  230 
PL  240 
PO  250 
AC  260 
ilH  270 
FH  2B0 
FE  290 
VX  300 
CI  3  1  0 
CN  320 
FB  330 
FS  340 
t;p  350 
DB  360 
DB  370 
CE  380 
P6  390 
QL  400 
CI  4  10 
EK  4  1  5 
OE  420 


GRAPHICS 
?  "LOWER 
"UPPER 
"LOWER 
"UPPER 
"SLICES 
"SLICES 
"OBSERV 
"SCREEN 
U=0. 01745 
Q  =  Q«U 
CS=CDS (D) 
SI=SIN (Q) 
Hi= (Bl-Al 
H3= (Bl-Al 
Ml=999999 
FDR  Y=A2 
FOR  X=A1 
GOSUB  610 
NEXT  X 
NEXT  Y 
FOR  X=A1 
FOR  Y=A2 
GOSUB  610 
NEXT  Y 
NEXT  X 
GRAPHICS 
SETCOLQR 
SETCOLOR 
SETCOLOR 
COLOR  1 
Tl=  <N1-M1 


LIM 

LIM 

LIM 

LIM 

IN  X 

IN  Y 

ATION 

SCAL 

32925 


)  /319 
)  /  (M- 
99s  M2 
TO  B2 
TO  Bl 


IT"  ;  5  INPUT  Al 

IT";: INPUT  Bl 

IT" ; : INPUT  A2 

IT" ;s INPUT  B2 
"  ;  :  INPUT  N 
"; : INPUT  M 
ANGLE"; : INPUT 


Q 


ING  IN  PROGRESS" 


:H2= (B2-A2) / <N-1) 
1) ; H4= (B2-A2) /319 
=  M:1  :Nl  =  ~Mi  s  N2  =  N1 

STEP  H2 

STEP  HI 


TO 
TO 


Bl 
B2 


STEP 
STEP 


H3 
H4 


B 

2,0,0 

4,0,0 

1,9,  i: 

)  /2 


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.\cct.  No. 
L 


Kxp.  Date 


BI  430 
6G  440 
HD  450 
6K  4  60 
H6  470 
flj  4  80 
FK  490 
EO  500 
LF  510 
CO  520 
Dfi  530 
F£  540 
FJ  550 
LK  560 
CE  570 
SE  580 
KF  570 
LH  il0 
BP  620 
QK  630 
CJ  640 
C6  650 
DB  660 
Ca  670 
HO  680 
LP  690 
FC  700 

BF  710 

FO  720 

Ht:  7  30 

LE  790 

HI  800 


T2  = 

W  =  T 

IF 

XS  = 

GOT 

XS  = 

FDR 

FOR 

GOS 

NEX 

NEX 

FOR 

FOR 

GOS 

NEX 

NEX 

END 

GOS 

XT  = 

ZT  = 

IF 

IF 

IF 

IF 

RET 

GOS 

XT  = 

) 

ZT  = 

PLO 

RET 

Z  =  - 

RET 


(N2 

1/T 

W<  1 

159 

0  4 

79* 

Y  = 

X  = 

UB 

T  X 

T  Y 

X  = 

Y- 

UB 

T  Y 

T  X 

UB 

X-Y 

Z-Y 

XT> 

XT< 

ZT> 

ZT< 

URN 

UB 

160 


-M2) /2 

2 

.60606061  THEN  480 

: ZS=159/W 

90 

W: ZS=79 

A2  TO  B2  STEP  H2 

Al  TO  Bl  STEP  HI 

690 


Al  TO  Bl  STEP  H3 
A2  TO  B2  STEP  H4 
690 


790 

«CS 

«SI 

NI  THEN  N1=XT 

Ml  THEN  M1=XT 

N2  THEN  N2=ZT 

M2  THEN  M2=2T 

790 
+INT(XS»(X-Y*CS-N1+T1>/T1 


B0-INT (ZB«  CZ-Y«SI-N2  +  T2)  /T2) 

T  XT, ZT 

URN 

1  /  (  X«X+Y«Y  +  0.5) 

URN 


Program  4:  Spheri^Atari  Version 

Refer  to  the  "Automatic  Proofreader"  article  before  t/ping  this 
program  in, 


BF 
AN 
BC 
HL 
lA 
DP 


130 
140 
150 
160 
170 
180 
190 
BO  200 
DD  210 
10  215 
PC  220 
OP  230 

a  240 

PO  250 
AC  2  60 
KH  270 
FH  2e0 
FE  290 

KK  300 
CL  3  10 
CN  320 
fB  330 
FB  340 

r,p  350 

DB  360 

DB  370 

CE  360 

PB  390 

DL  400 

Ci  410 

EK  4  15 

DE  420 

DI  430 

66  440 

KQ  450 

&.  460 


ERA 


PHIC 
LOWE 
UPPE 
LOWE 
UPPE 
SLIC 
SLIC 
0B5E 
SCRE 
.  017 
«U 

COS  ( 
SIN  ( 
(Bl- 
(Bl- 
9999 
Y  =  A 
X=A 


S 
R 
R 
R 
R 
EB 


0 

THETA  LI 
THETA  LI 
PHI  LIMI 
PHI  LIMI 
IN  THET 


ES  IN  PHI" 
RVATION  AN 
EN  SCALING 
4532925 

Q) 

Q) 

Al  )  /319;H2 

Al  )  /  (M-1  )  : 

9999:M2=M1 

2  TO  B2  BT 

1  TO  Bl  ST 


7 

? 
7 
•7 
7 

U  =  0 
Q  =  Q 
CS  = 
SI  = 
Hl  = 
H3  = 
Ml  = 
FOR 
FDR 

GOSUB  610 

NEXT  X 

NEXT  Y 

FOR  X=A1  TO  Bl  STEP 

FDR  Y=A2  TD  B2  STEP 

GOSUB  610 

NEXT  Y 

NEXT  X 

GRAPHICS  B 

SETCOLDR  2,0,0 

SETCOLDR  4,0,0 

SETCOLDR  1,9,15 

COLOR  1 

Tl= (Nl-Ml  )  /2 

T2= (N2-M2J /2 

W=T1 /T2 

IF  W<1. 60606061 

XS=i59: ZS=159/W 


MIT";:INPUT  Al 
MIT" ; : INPUT  Bl 
T"; : INPUT  A2 
T" ; : INPUT  B2 
A" ; : INPUT  N 
; : INPUT  M 
GLE";: INPUT  D 
IN  PROGRESS" 


=  <B2-A2)  / <N-1) 
H4= (B2-A2) /319 
:N1=-M1 :N2=N1 
EP  H2 
EP  HI 


H3 
H4 


The  "Rectan"  program  was  used  to  create  this  "fish  net." 


KB  470 
AJ  480 
FK  490 
EO  500 
LF  510 
CD  520 
DA  530 
FE  540 
FJ  550 
LK  560 
DE  S70 
DE  580 
HP  590 
LK  610 
HH  620 
NC  630 
CJ  640 
CS  650 
DB  6  60 
CO  670 
HO  690 
LP  690 
P>.  700 

NK  710 

FO  720 
W.  730 
KS  7  90 
HE  800 
E6  8  20 
PI  830 
AL  840 
HN  850 


GOTO 
XS  =  79 
FOR  Y 
FDR  X 
GOSUB 
NEXT 
NEXT 
FDR  X 
FDR  Y 
GOSUB 
NEXT 
NEXT 
END 
GOSUB 
XT=XT 
ZT  =  ZT 
IF  XT 
IF  XT 
IF  ?T 
IF  ZT 
RETUR 
GOSUB 
XT=16 
Tl  ) 
ZT  =  a0 
2) 

PLOT 
RETUR 
XA=X» 
YA  =  Y» 
XT=  (4 
YT=  (4 
ZT  =  S1 
RETUR 


ZS  =  79 

TO  B2  STEP  H2 
TO  Bl  STEP  HI 
0 


TO  Bl  STEP  H3 
TO  B2  STEP  H4 


490 
«U: 
=  A2 

=  A1 
69 

X 

Y 

=  A1 

=  A2 
69 

Y 

X 


790 
-YT«CS 
-YT*SI 

>N1  THEN  N1=XT 
<M1  THEN  M1=XT 
>N2  THEN  N2=ZT 
<M2  THEN  M2=ZT 
N 

790 
0+INT  <XS« (XT-YT»CS- 


Nl+Tl  ) / 


-INT (ZS« ( ZT-YT*SI-N2+T2) /T 

XT,  ZT 

N 

U:C1=CDS(XA) :S1=SIN(XA) 

U:C2=CDS(YA) :S2=SIN ( YA> 

+C1 ) *C2 

+C1 ) »S2 


N 


Program  5:  Rectan— PC/PCJr  Version 


THEN     480 


100 

SCREEN 

1  0,0,0:CLS 

140 

INPUT 

"Lower  X  limit  ";A1 

150 

INPUT 

"Upper  X  limit  ";B1 

160 

INPUT 

"Lower  Y  limit  " ; A2 

170 

INPUT 

"Upper  Y  limit  " ; B2 

180 

INPUT 

"Slices  in  X  ";N 

190 

INPUT 

"Slices  in  Y  ";M 

200 

INPUT 

"Observation  angle  ";D 

210 

PRINT 

"Screen  scaling  in  progress 

220 

U=. 0174532925*: D=Q»U 

230 

CS=COS(Q) 

240 

SI=SIN<Q) 

250 

H1=(B1 

-Al ) /639:H2= (B2-A2) / <N-1) 

66     COMPUTE)     May  1984 


^  uumpon 
10  monsters, 
64  screens  and 

$10,000 


witiiF^Joe. 

A  Mutated  Wonderwhisk  whisks  by.  ^^i^F  Keep  bouncing  Joe  to  original 


Keep  bouncing  Joe  to  original 
music  on  realistic  3-dimensional 
cylinders.  All  the  characters  in 
this  rollicking  ^ 
game  are 
also  3-dimensional  and 


The  Spinninglbp  almost  topples  him! 

Close.  But  Pogojoe 
bounces  back.  Bouncing 
from  cylinder  to  cylin- 
der, screen  to  screen, 

Pogo  Joe  racks  up  point  fully  animated.The 

after  point.  graphics  almost  jump 

You  guide  him  from  off  the  screen,  leaving 

cylinder  to  cylinder,  changing  the  color  on  the  arcades  behind, 

top  of  each.  Change  the  top  of  each  cylinder  Whafs  ahead  with  Pogojoe 'is  $10,000. 

on  a  screen,then  you're  ^^^H^^^^^  Simply  tell  us  what  magic  word  appears 

on  to  the  next.  H^BHBH  ^^^ A^       aiter  Pogo  Joe's  tenHh 

The  more  screens  ^^^X"tT«  S^^^i^^S^^^,  screea  If  your  name 

you  complete,  the         tV**'"-**'Vj  i^^S^^^^^   is  drawn  from 

nastier  the  monsters    BAji^^'"  HH  ^^^^^^^M^^  among  the  correct 

you  face,  and  the  faster  ^^1      "^-^H  ^^^^^^i^^^ll  answers  you'll  win 

they  attack.                  ^^UU^^V  I^^kKS^S^  $10,000! 


Press  the  fire 
button!  Jimip  two  cylin- 
ders to  safety.  Hop  into 
a  transport  tube,  and 
dien  whoosh!  Pogo  Joe 
appears  across  the 
screen.  Jump  on  an 

escaping  monster.  Blam!  Ifs  gone  in  a  flash! 
Only  to  reappear  out  of  thin  air 


No  purchase  is 
necessary  You'll 
find  entry  forms  at 
any  store  that  sells  Screenplay''  games. 

But  if  you  don't  win  you  can't  lose.  Pogo 
Joe'''  is  so  much  fun  you'll  jump 
for  joy  no  matter  what  _!?«"«« 


■screenplay" 

Box 3558.Chapel Hill. NC 27514  800-334-5470 

Pogojoe  in  48-64Kon  the  Atari  and  Commodore  64.  See  your  local  software  dealer. 


260 

H3=(B1-A1) /(M-1) !H4=(B2-A2)/639 

270 

Ml=99999999#: M2=M1 : N1=-M1 :  N2=N1 

2BO 

FDR  Y=A2  TO  B2  STEP  H2 

290 

FOR  X=A1  TO  Bl  STEP  HI 

300 

GDSUB  610 

310 

NEXT  X 

320 

NEXT  Y 

330 

FOR  X=A1  TO  Bl  STEP  H3 

340 

FDR  Y=A2  TO  B2  STEP  H4 

350 

eOSUB  610 

360 

NEXT  Y 

370 

NEXT  X 

3B0 

SCREEN  2, 1 

420 

T1=(N1-Mi) /2 

430 

T2=(N2-M2) /2 

440 

W=T1/T2 

450 

IF  W<3. 212121211*  THEN  480 

460 

XS=319:ZS=319/W 

470 

GOTO  490 

4B0 

XS=199tW; ZS=99 

490 

FDR  Y=A2  TO  B2  STEP  H2 

500 

FOR  X=A1  TO  Bl  STEP  HI 

510 

GDSUB  690 

520 

NEXT  X 

530 

NEXT  Y 

540 

FOR  X=A1  TO  Bl  STEP  H3 

550 

FOR  Y=A2  TD  B2  STEP  H4 

560 

GDSUB  690 

570 

NEXT  Y 

530 

NEXT  X 

590 

GOTO  590 

610 

GOSUB  790 

620 

XT=X-Y«CB 

630 

ZT=Z-Y»SI 

640 

IF  XT>N1  THEN  N1=XT 

650 

IF  XT<M1  THEN  M1=XT 

660 

IF  ZT>N2  THEN  N2=ZT 

670 

IF  ZT<M2  THEN  H2=ZT 

680 

RETURN 

690 

GOSUB  790 

700 

XT=320+INT(XS«(X-Y*CS-N1+T1)/T1) 

710 

ZT=100-INT(ZS« (Z-Y*SI-N2+T2) /T2> 

720 

PSET  (XT,ZT) 

730 

RETURN 

790 

Z  =  X+Y 

BOO 

RETURN 

Pro 

gram  6:  Spheri— PC/PCjr  version 

100 

SCREEN  0,0,0:CLS 

110 

KEY  OFF 

140 

INPUT  "Lower  Theta  limit  "  ;  Al 

150 

INPUT  "Upper  Theta  limit  "  ;  Bl 

160 

INPUT  "Lower  Phi  limit  " ; A2 

170 

INPUT  "Upper  Phi  limit  " ;  B2 

ISO 

INPUT  "Slices  in  Theta  ";N 

190 

INPUT  "Slices  in  Phi  "iM 

200 

INPUT  "DbBervation  angle  ";D 

210 

PRINT  "Screen  scaling  in  progres 

220 

U=. 0174532925#:  Q=Q*U 

230 

CS=COS(Q) 

240 

SI=SIN(Q) 

250 

H1=(B1-A1)/639:H2=(B2~A2)  /(N-U 

260 

H3=  (Bl-Al)  /  (M-n  ■-  H4=  CB2-A2)  /639 

270 

H 1 =99799999^ : H2=M 1 : N 1 =-M 1 : N2=N 1 

280 

FDR  Y=h2  TO  B2  STEP  H2 

290 

FOR  X=A1  TO  Bl  STEP  HI 

300 

GOSUB  610 

310 

NEXT  X 

320 

NEXT  Y 

330 

FOR  X=A1  TO  Bl  STEP  H3 

340 

FOR  Y=A2  TO  B2  STEP  H4 

350 

GDSUB  610 

360 

NEXT  Y 

370 

NEXT  X 

380 

SCREEN  2, 1 

420 

Tl=(Nl-Ml)/2 

430 

T2=(N2-M2)/2 

440 

W=T1/T2 

450 

IF  W<3. 21212121*  THEN  480 

460 

XS=319:ZS=319/W 

470 

GOTO  490 

480 

XS=199«W:ZS=99 

490 

FOR  Y=A2  TO  B2  STEP  H2 

500 

FOR  X=A1  TD  Bl  STEP  HI 

510 

GOSUB  690 

520 

NEXT  X 

530 

NEXT  Y 

540 

FOR  X=A1  TO  Bl  STEP  H3 

550 

FDR  Y=A2  TO  B2  STEP  H4 

560 

GOSUB  690 

570 

NEXT  Y 

580 

NEXT  X 

590 

GOTO  590 

610 

GDSUB  790 

620 

XT=XT-YTtCS 

630 

ZT=ZT-YT«SI 

640 

IF  XT>N1  THEN  N1=XT 

650 

IF  XT<M1  THEN  M1=XT 

660 

IF  ZT>N2  THEN  N2=ZT 

670 

IF  ZT<M2  THEN  M2=ZT 

680 

RETURN 

690 

GOSUB  790 

700 

XT=320+INT(XS«(XT-YT*CS-N1+T1)/T1) 

710 

ZT=100-INT(ZS* (ZT-YT«SI-N2+T2) /T2) 

720 

PSET  <XT,ZT) 

730 

RETURN 

790 

REM  The  -function 

800 

XA=X*U:C1=CDS(XA) :Sl=SIN(Xfi) 

810 

YA=Y«U:C2=C0S<YA) :S2=SIN(YA> 

820 

XT=(4+C1)«C2 

830 

YT= (4+Cl) «S2 

840 

ZT=S1 

850 

RETURN 

Program  7:  Rectan^Appl«  version 

100   HC0L0R=  3 

130   HOME 

140   INPUT  "LOWER  X  LIMITi"|Al 

150   INPUT  "UPPER  X  LIMIT: ";B1 

160   INPUT  "LOWER  Y  LIMITi";A2 

170   INPUT  "UPPER  Y  LIMIT: "fB2 

180   INPUT  "SLICES  IN  X:";N 

190   INPUT  "SLICES  IN  Y3";M 

200   INPUT  "OBSERVATIDN  ANGLE: ";Q 

210   PRINT  "SCREEN  SCALING  IN  PROBRESS" 

215  U  =  .0174532925 

220  Q  =  Q  *  U 

230  CS  =   CDS  <G) 

240  SI  =      SIN  (Q) 

250  HI  =  (Bl  -  ftl>  /  279: H2  =  <B2  -  A2>  /  CN 

-  1) 
260  H3  »  CBl  -  fii)  /  CM  -  1):H4  =  CB2  -  A2>  / 

279 
270  Ml  -  9999999: M2  -  MlsNl  -   -  Ml!N2 
2B0   FOR  Y  =  A2  TO  B2  STEP  H2 
290   FDR  X  =  Al  TO  Bl  STEP  HI 
300   BOSUB  610 
310   NEXT 
320   NEXT 


Nl 


68    COMPUn!    May  1984 


NOW  FOR  YOUR 
»PLE  OR  COMMODORE 


Cosmic  'ninnels 


Mr.  Robot 


Go  ahead.  Take  one  for  a  spin.  But  be  pre- 
pared. These  games  will  challenge  you  like 
no  others.  Incredible  arcade  animation. 
Never-ending  action.  And  magical  music. 
Your  eyes  won't  believe  your  ears.  Are  you 
up  to  it?  Are  you  ready  to  test  yourself 
against  the  best  that  DATAMOST  has  to 
offer?  Go  ahead.  Take  one  for  a  spin. 

DATAMOSl 

The  most  out  of  our  mindsl 

Datamost,  lnc„  20660  Nordhoff  SL.  Chatswarth.  CA  9131  i ,  (213)  709-1202 

•Atari  te  a  trademark  of  Atari  Computer.  'Apple  is  a  trademark  of  Apple  Computer. 

'Commodore  64  Is  a  tradeinark  of  Commodore  Business  Machines,  Inc. 


"3-D  Plotting"  can  create  spectacular  pictures  such  as  this 
torus  or  "doughnut." 


This  sphere  was  drawn  iisin^  the  "Sphcri"  program. 


330 

FOR  X 

-  Al  TO 

Bl  STEP  H3 

340 

FOR  Y 

-  A2  TO 

B2  STEP  H4 

350 

GOSUB 

610 

360 

NEXT 

370 

NEXT 

380 

HQR2 

420 

Tl  -  (Nl  -  Ml» 

/  2 

430 

T2  -  (N2  -  M2> 

/  2 

440 

M  -  Tl 

/  T2 

450 

IF  W  < 

1.46333333  THEN  480 

460 

XS  -  139iZS  -  139  /  W 

470 

GOTO  490 

400 

XS  -  93 

«  MtZS 

-  95 

490 

FDR  Y 

-  A2  TO 

B2  STEP  H2 

S00 

FOR  X 

-  Al  TO 

Bl  STEP  HI 

510 

GOSUB 

690 

520 

NEXT 

530 

NEXT 

540 

FDR  X 

-  Al  TO 

Bl  STEP  H3 

550 

FDR  Y 

-  A2  TO 

B2  STEP  m 

560 

GOSUB 

690 

370 

NEXT 

580 

NEXT 

600 

END 

610 

BDSUB 

790 

620 

XT  -  X 

-  Y  »  CS 

630 

ZT  "  Z 

-  Y  «  SI 

640 

IF  XT 

>  Nl  THEN  Nl  -  XT 

650 

IF  XT 

<  Ml  THEN  Ml  -  XT 

660 

IF  ZT 

>  N2  THEN  N2  -  ZT 

670 

IF  ZT 

<  ri2  THEN  M2  -  ZT 

680 

RETURN 

690 

QOeUB 

790 

700 

XT  -  140  +   INT  (XS  »  (X  - 

+  Tl) 

/  Tl) 

710 

ZT  -  96  -   INT 

(ZS  «  <Z  -  V 

T2)  / 

T2> 

720 

HPLOT 

XT.ZT 

780 

RETURN 

790 

z  -  - 

1  /  (X 

«  X  +  Y  «  Y  H 

800 

RETURN 

170 
180 
190 
200 
210 
215  U 
220  Q  ■' 
230  CS 
240  51 
250  HI 


INPUT  "UPPER  PHI  LIMIT; ";B2 
INPUT  "SLICES  IN  THETAi"jN 
INPUT  "SLICES  IN  PHIs'-jM 
INPUT  "OBSERVATION  ANt3LEi";Q 
PRINT  "SCREEN  SCALING  IN  PROGRESS" 
.0174532925 


-  Y  »  CS  -  Nl 


«  51 


.5) 


Program  8:  Spheri-^Apple  version 

100  HCDLOR-  3 

130  HOME 

140  INPUT  "LOWER  THETA  LIMITi"jAl 

150  INPUT  "UPPER  THETA  LIMITi"|Bl 

160  INPUT  "LOWER  PHI  LIMIT* "jA2 


Q 


t  U 

COS  (Q) 

SIN  (Q> 

<B1  -  At) 


/  279s H2  -  <B2  -  A2)  /  <N 


-  1) 

260  H3  -  (Bl  -  Al)  /  (M  -  L):H4  -  (B2  -  A2)  / 

279 
270  Ml  -  999999991 M2  -  MliNl  >=   -  MliN2 


Nl 


280 
290 
300 
310 
320 
330 
340 
350 
360 
370 
380 
420 
430 
440 
450 
460 
470 
480 
490 
500 
N2  +  510 
520 
530 
540 
550 
560 
570 
5B0 
600 
610 
620 
630 
640 
650 


FOR  Y  -  A2  TO  B2  STEP  H2 

FOR  X  =  Al  TO  Bl  STEP  HI 

GOSUB  610 

NEXT 

NEXT 

FOR  X  -  Al  TD  Bl  STEP  H3 

FOR  Y  -  A2  TO  B2  STEP  H4 

GOSUB  610 

NEXT 

NEXT 

HGR2 
Tl  -  (Nl  -  Ml)  /  2 
T2  -  (N2  -  M2)  /  2 
W  =  Tl  /  T2 

IF  W  <  1.46333333  THEN  480 
XS  =  139! ZS  =  139  /  W 

GOTO  490 
XS  =  95  »  W:ZS  =  95 

FOR  Y  =  A2  TO  B2  STEP  H2 

FOR  X  =  Al  YO  Bl  STEP  HI 

GOSUB  690 

NEXT 

NEXT 

FOR  X  «  Al  TO  Bl  STEP  H3 

FOR  Y  -  A2  TO  52  STEP  H4 

GOSUB  690 

NEXT 

NEXT 

END 

GOSUB  790 
XT  =  XT  -  YT  »  CS 
ZT  -  ZT  -  YT  *  SI 

IF  XT  >  Nl  THEN  Nl  -  XT 

IF  XT  <  Ml  THEN  Ml  ■  XT 


70     COMPUTE     Moy1984 


i'v^/i 


k'4« 


-■^ 


"^.5 


^ 


"^^ 


m^ 


Q 


-4f*''-' 


"Uriif 


.yji 


mi/ 


i"-+- 


<s^* 


It  was  as  peaceful  a  day  as  New  York  ever  gets,  when  suddenly  ttie  sky  went  dark  and 
a  monstrous  droning  noise  filled  tfie  air.  Hordes  of  grotesque  aliens  were  swooping  down  from 
all  sides,  biting  into  the  Big  Apple  as  if  they  hadn  't  eaten  for  days.  They  were  laying  eggs,  too. 
Horrible  slimy  things  that  got  down  into  the  subway  tunnels  and  began  clawing  their  way  up. 
If  anyone  was  going  to  save  the  city  it  would  have  to  be  me.  I  leapt  into  my  rocket  and 
began  blasting  away.  I  thought  I  stood  a  fighting  chance,  but  fuel 's  running  low...  another  wave 
of  invaders  on  the  horizon. . .  signing  off. . . 

SAVE  NEW  YORK:  For  Oie  Commdore  64. 


R     E    A     T    I     V    E         SOFTWARE 


•coummonE  sris  a  tmdekauk  of  cmnoooRi  eucTnonics.  ltd 


c  mjCHlATIVCSOnWAK 


660   IF  ZT  >  N2  THEN  N2  -  ZT 

670   IF  ZT  <  M2  THEN  M2  -  ZT 

680   RETURN 

690   GOSUe  790 

700  XT  -  140  +   INT  (XS  «  (XT  -  YT  *  CS  -  N 

1   +  Tl)  /  Tl> 
710  ZT  -  96  -   INT  (ZS  *    <ZT  -  YT  «  SI  -  N2 
,+  T2)  /  T2) 

715  IF  XT  <  a  THEN  XT  -  0 

716  IF  XT  >  279  THEN  XT  -  279 
720   HPLDT  XT,ZT 

7B0   RETURN 

790  XA  -  X  *  UiCl  -   COS  (XA)iSl  -   SIN  (XA 
> 

B00  YA  -  Y  «  UiC2  -   COS  (YA)lS2  -   SIN  (YA 

) 
820  XT  -  (4  +  CD  «  C2 
830  YT  -  (4  +  Cl>  «  S2 
840  ZT  -  SI 
B50   RETURN  © 


Use  the  card 

in  the  back 

otthis  magazine 

to  order  your 
COMPUTEi  Books 


LEARN 

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A  Unicpje  pattern  matching  and  searching  capatMlities 
make  dMOS™  the  easiest  DB  system  available 
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Features:  fl 

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•  Display  records  found,  or  NOT  found  by  a  search, 

•  Rearrange  fields,  ^i 

•  Suppress  fields  and  field  titles.  j^^ 


i 


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Set  up  program  security  in  minutes, 
ck  up  your  personal,  financial  or  business  records. 
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Selectable  and  reassignable  7  digit 
access  code. 


Missing  Key ,. 

^^^i  A  reset  System 

^^^^^     Restores  your  BASIC  Program. 

^^r^  /^fter  programming  for  hours  you 

'  press  RUN  for  a  final  check  of  your  work  — 

'  the  computer  locks  up.  You  press  RUN,  STOP.  .  . 

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k  resets  itself  from  any  lockup,  and  your  BASIC 
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Load  and  run  the  program  included. 

Takes  nothing  away  from  your  computer,  neither 

memory  nor  a  plug-in  port. 

Attaches  to  your  C64  keyboard  or  any  other 

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Will  not  void  your  CBM  warranty.      $29^^ 


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Personal  Phone  Directory  Program 

Designed  to  store  and  organize 
your  personal  phone  listings. 


TO  &ssf'has  coiifipletd  cohtmr&T 
Vs  category  titles  and  entries 


Software  by  SoftPeople  ■  Programs  for  the  Commodore  64  m   Connecting  People  with  Great  Ideas. 


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Dealer  Inquiries  Invited 
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Special  P.O.P  Packages 
&  Prices  Available 


PICTURE  PERFECT 

For  Atari  And 
Commodore  64 


CoyV  Ison 


Construct  screen  art  on  the  Atari  witli  a  joystick  (Did 
basic  shapes  fortned  by  redefining  characters.  You  also 
can  save  a  picture  to  disk  or  tape  for  later  luezvini^.  The 
Commodore  64  version,  called  "Hi-Res  Graphics 
Editor,"  emploi/s  sprites  to  transport  and  transform 
even  the  most  intricate  designs. 


"Picture  Perfect"  is  not  a  game  that  pits  you 
against  the  computer,  but  instead  is  a  way  to  create 
pictures,  patterns,  and  designs  by  using  the  com- 
puter and  your  imagination. 

Type  in  the  listing  and  SAVE  a  copy,  making 
sure  that  line  1520  is  exactly  as  shown.  When  you 
run  the  program,  you  will  be  prompted  for  the 
filename  to  be  used  later  when  saving  or  loading 
your  picture  file.  Tape  users  should  enter  C:  for 
the  filename.  Disk  users  can  enter  anv  legal 
filename,  but  it  must  be  prefixed  with  D:.  Once 
vou  have  selected  a  valid  filename,  a  picture  of  a 
castle  will  be  displayed.  Press  START,  and  two 
rows  of  nine  shapes  will  appear  at  the  bottom  of 
the  screen,  below  the  drawing  area. 

Touch  the  OPTION  key  to  see  two  new  rows 
of  shapes,  and  touch  OPTION  again  to  toggle 
back  to  the  first  two  rows  of  shapes.  These  are  re- 
defined characters,  to  be  used  in  your  drawings. 

Choose  A  Shape 

A  question  mark  will  blink  on  top  of  the  shape  to 
indicate  your  position.  Using  a  joystick  plugged 
into  port  1,  you  can  move  across  the  two  rows  of 
redesigned  shapes.  To  pick  up  one  of  the  shapes, 
stop  on  top  of  it  and  touch  the  joystick  button. 
The  question  mark  will  then  move  to  the  upper 
right  corner  of  the  drawing  screen. 

74    COMPUTE!     May  1984 


You  can  now  place  the  redesigned  shape 
anywhere  on  the  screen  by  touching  the  joystick 
button.  When  you  want  another  redesigned 
shape,  touch  the  SELECT  key.  This  places  your 
cursor  on  the  two  rows  of  shapes  so  you  can  pick 
up  another  design. 

To  erase  a  shape,  move  the  question  mark  on 
top  of  it  and  touch  the  space  bar.  Should  you  want 
to  erase  a  large  portion  of  a  picture,  touch  the  E 
key.  A  red  E  will  replace  the  question  mark  on 
the  screen.  By  holding  down  on  the  joystick  button 
and  moving  the  red  E,  you  will  be  able  to  quickly 
erase  a  large  portion  of  the  screen.  To  stop  erasing, 
simply  press  the  E  key  again.  If  you  want  to  erase 
the  whole  screen,  touch  the  CLEAR  key. 

Storing  A  Picture 

To  store  a  picture  on  tape,  first  place  a  tape  in  the 
recorder  or  your  disk  in  the  drive  and  press  PLAY 
and  RECORD,  then  touch  the  S  key  on  the  key- 
board. The  program  will  save  the  picture  on  tape 
for  you.  When  using  tape,  be  sure  that  you  press 
PLAY  and  RECORD  before  you  touch  the  S  key. 
No  RETURN  is  necessary  and  the  saving  will  start 
immediately. 

To  save  a  picture  to  disk,  first  insert  the  disk 
in  the  drive  and  close  the  door.  Then  touch  the  S 
key. 

Loading  Your  Picture 

If  you  have  a  picture  already  stored  on  a  tape  or 
disk  and  want  to  load  it  into  the  program,  you 
need  to  have  Picture  Perfect  in  the  computer. 
Place  your  tape  into  the  recorder  (or  the  disk  into 
the  disk  drive),  press  PLAY  (for  cassette)  then 
touch  the  L  key.  When  the  picture  is  loaded,  it 


Last  Night,  CompuServe  turned  This 

Computer  into  A  Travel  agent  for  Jennie, 

A  Stock  Analyst  For  Ralph,  And  now, 

IT'S  Sending  Herbie  To  Another  Galaxy. 


NO  MATTER  WHICH  COMPUTER 

YOU  OWN,  WE'LL  HELP  YOU  GET 

THE  MOST  OUT  OF  IT. 

If  you've  got  places  to  go, 
CompuServe  can  save  you  time  and 
money  getting  there.  Just  access  the 
Official  Airline  Guide  Electronic 
Edition— for  current  flight  schedules  and 
fares.  Make  reservations  through  our 
on-line  travel  service.  Even  charter 
a  yacht  through  "Worldwide  Exchange." 

If  your  money's  in  the  market, 
CompuServe  offers  a  wealth  of 


prestigious  financial  data  bases. 
Access  Value  Line,  or  Standard  and 
Poor's.  Get  the  latest  information  on 
40,000  stocks,  bonds  or  commodities. 
Then,  consult  experts  like  IDS 
or  Heinold  Commodities.  Ail  on  line 
with  CompuSeA'e. 

Or  if,  like  Herbie,  intergalactic 
gamesmanship  is  your  thing,  enjoy  the 
best  in  fantasy,  adventure,  and  space 
games.  Like  MegaWars,  the  ultimate 
computer  conflict. 

To  get  all  this  and  more,  you'll 


need  a  computet;  a  modem  and 
CompuServe.  CompuServe  connects  with 
almost  any  personal  computer,  terminal, 
or  communicating  word  processor 
To  receive  an  illustrated  guide  to 
CompuServe  and  learn  how  you  can 
subscribe,  contact  or  call: 

CompuServe 

Consumer  Information  Service.  P.  O.  Box  20212 
5000  Arlington  Centre  Blvd.,  Columbus,  OH  43220 

800.^48-8199 

In  Ohio  call  614-457-0802. 


An  H&R  Block  Company 


DY= (S=13)  -  (S=l 4  > 

IF     D  X  <  ";■  0     OR     D  Y  ■-:   >  0     THEN     G  D  S  U  B 

0 


will  be  displayed.  Once  again,  be  sure  that  vour         f-  ^£C'    DX=  (S  =  7)  -(3=11) 
tape  is  readv  and  that  vou  have  the  PLAY  button 
pressed  before  you  touch  the  L  key. 

If  you  don't  want  to  type  in  the  program,  I  el  44ei    dv  =  dv  +  dx:  Da  =  DO-t-Dr 

will  make  copies  (for  the  Atari  only)  on  cassette,  if     le  450    if    o\f<  1    then    ov=  1  a 
you  send  the  usual  $3,  a  cassette,  and  a  stamped, 
self-addressed  mailer  to: 


Coy  hoii 
605  Fifth  Ave. 
Coimm/,  AR  72032 


PG 

4  1  0 

,-  T 

4  261 

6? 

4  30 

EL 

4  4^1 

LE 

450 

LH 

4  60 

JC 

4  70 

35 

4  80 

DE 

4  90 

PO 

5  00 

GE 

505 

EA 

510 

Ch 

5  20 

:  c 

525 

Program  1:  Atari  Picture  Perfect 


IF  Q V  ;  1 8  THEN  O V  = 1 
IF  DD<;  1  THEN  D0=19 
IF  DDM9  THEN  DD=1 
LOCATE  QV, DO. Q 
POSITION  DV.DO:'"'  #6;'"^" 
POSITION  POV.PDD-.  ?  #6;"   " 
FOR  T=l   TO  10: HEX!      T 
POSITION  DV.DO:?  «6;CHR«<L-> 
POSITION  POV.PDD:?  #6;CHR«(ft) 
-30  IF  STRIG(0)=0  THEN  POSITION  OV 
.  DO  :  "^  #6;  CHR*  (A) 
JJ  540  IF  PEEK  (53279)  =3  THEN  GDSUB  13 
Refer  to  the  "Automatic  Pfoofreodef"  article  before  typing  this        70,  goto  130 

programin.  IJO  550  IF  PEEK  (53279)  =5  THEN  130 

FN  10  GOSLIB  2000:  DIM  SC*(380)  Wi  5h0      IF  PE  EK  (  764  >  =  255  THEN  400 

jr  20  GOSUB  1480:eOSUB  970:BD5UB  1260   OD  56  5  IF  PEEK!  ( 764  >  =4  2  THEN  1235 

•GOTO   1-0  LF  570  IF  PEEK(764)=62  THEN  780 

NC  30  FOP  I=0''tD  100  STEP  20  59^30     IF  PEEK  f  764  )  =33  THEN  POSITION 

EB  4  0  SOUND  0.100-1,10.8  OV.  DO:?  #6;" 

GN50  NEXT  I   '  HJ  590  IF  PEEK  (764  >=0  THEN  630 

ES  60  RETURN  ff600  IF  PEEK  (764)  =54  THEN  GOSUB  70: 

HC  70  REM  CLEAR  SCREEN  GOTO  130 

FI180  FOR  DD=1  TO  19  NL  6 1 0  IF  PEEK  ( 53279  )  =5  THEN  130 

80  90  GOSUB  30  GF  620  GOTO  400 

MQ100  POSITION  l.DO:?  #6;"  ^^  ^"^  REM^LOADING  DATA  TAPE 

CIS  SPACES3":ReM  <18  SPACES)     NF  640  SC*-"" 

GC  6  50  POSITION  1,20:'^  #6;  "LOADING  DA 
[■E  1  1  0  NEXT  DO  TA  TAPE" 

Ht!  120  RETURN  JO  660  FN=1 

OE130  REM  JOYSTICK  ROUTE  FOR  RE-SHAP   FC670  OPEN  «4, 4,0. FILE* 

ES  EC  680  GET  #4,  A 

PP140  FOR  T=l  10  100:NEX1   T  9N690  IF  A  =  63  THEN  CLOSE  tt4:GOTa  720 

Lhl50  POV  =  2:PDO=21  LI  700  SC*  (  LEN  (  SC*  )  +  1  >  =CHR«  (  A  ) 

?i  160  S  =  STICK  (0)  :  POKE  764,255  GP  7 1  0  GOTO  680 

?J  170  DX=  (S=7)  -  (S=l  1  )  JH  720  FOR  LP=1  TO  19 

CL1S0  DY=  (S=l  3)  -  (S=  I  4  )  AH  730  POSITION  l.LP:?  tt6  ;  SC*  (  FN  ,  FN  +  1 

5J  190  IF  DX:'  .0  OR  DY<-,  :5  0  THEN  GOSUB  "  7) 

'-;*  JE  740  FN  =  FN+18 

fE  200  POV  =  POV  +  DX  +  DX  :  PDO=PDa  +  D  V+D  Y       HH750  NEXT  LP 
EP210  IF  POV<2  THEN  POV=18  HD  760  POSITION  1,20:7  #6;  "  BBBBmnBJ] 

FE  220  IF  POV>ia  THEN  PDV  =  2  5L770  GOTO  130 

p.,  230  IF  PDD<2I  THEN  PD0  =  23  ,p  ygg,  r^^  SAVING  DATA  TAPE 

Ffi240  IF  PDD:>23  THEN  PD0  =  21  HL  790  SC$="" 

I'A  250  LOCATE  POV.PDD, A  Cf  S00  POSITION  2,20:?  #6;  "SAVING  DAT 


A  TAPE' 


KB  260  POSITION  P0V,PDO:l'  *t6; 

5^270  FOR  T=l  TO  30:  NEXT  T  jO  g  ^  0  POr  ^0=1  TO  19 

L:  280  POSITION  P0V,PDO:'^  tt6:CHR*(Ai  [^820  FOR  0V=1  TO  IB 

SK290  IF  STRIG<0)=0  THEN  370  5F930  LOCATE  0  V  ,  DO  ,  Z  Z  :  SC«  <  L  EN  (  SC  *  )  +  1 

jC  300  IF  PEEK  (53279)  =3  THEN  GOSUB'  13  )=CHR*(2Z) 

70:  GOTO  130  fF840  POSITION  OV.DO:?  #6:  "7" 

n3i0  IF  PEEK(53279)=6  THEN  DP=  1  :  60S  ^^  ^-^  POSITION  DV.DO:^'  «6:CHR*(ZZ> 

UB  970:  GOTO  130  1C860  NEXT  OV 

HK  320  IF  PEEK  (764  )  =255  THEN  160  KB  870  NEXT  DO 

KP  330  IF  PEEK  (764)  =62  THEN  780  FJ  880  OPEN  #4.B,0,FILE* 

HC  340  IF  PEEK  (764  >=0  THEN  630  Eipa90  FDR  LP=1  TO  LEN(SC$) 

AB  350  IF  PEEK  (764)  =54  THEN  GOSUB  70:  Kt1900  PUT  #4  ,  ASC  (  SC*  (  L  P  ,  LP ''  ) 

GOTO  130  HF  9  1  0  NEXT  LP 

SJ  360  GOTO  160  it  9  20  PUT  «4,63 

FC  370  REM  JOYSTICK  ROUTE  FOR  SCREEN  GJ  930  CLOSE  #4 

DRAW  DP  9  40  POSITION  2.20:^  4*6 

CE  380  FOR  T=l  TO  99:  NEXT  T  EECS^B" 

Ff  390  0V=1S:  DO=l  :  POKE  77.0  '3L  950  GOTO  130 

PF  400  S  =  STICK  (0)  :  POKE  764.255  R?I960  REM  DRAW  CASTLE 

76     COMPUTE!     May  1984 


IS  YOUR  CHILD  TOP  BAHAMA 

ORJUST 
OHEOFTHEBUHCH? 


Kids  everywhere  are  going  ape  over  Artworx  Monkey  Series  educational 
software!  Like  all  good  arcade  games,  kids  just  can't  stop  playing  them. 
Which  is  great,  because  while  they're  enjoying  the  antics  of  Marc 
the  Monkey,  they're  learning.  And  growing. 

Three  Artworx  monkey  programs,  designed       ""''•'-""^" 
by  teachers  and  learning  specialists,  are  available    i  y^a  '^ffi'^ 


Monkeymath 


3c*- 


to  help  your  child, 

Monkeymath"'  uses  colorful  graphics  and 
three  levels  of  challenges  to  give  a  better  under 
standing  of  number  sequences,  addition,  sub- 
traction, multiplication,  and  division. 

Monkeynews"  uses  a  newspaper  setting  to  increase  your  child's 
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PE  9  70  P 

fD  9  80  P 

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78    COMPUTII     MoyWW 


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^s  commodore 


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129 
KI1700  DATA  13,24,60,126,255,255,126 

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Hi  1710  DATA  14,24,24,24,24,24,24,24, 

24 
AC  1720  DATA  15,0,0,0,255.255,0,0,0 
JD1730  DATA  26,255,255,255,255,255,2 

55. 249, 249 
ED  1740  DATA  27,0,0,0,0,34,170,85,35 
IH  1750  REM  SECOND  DATA 
BN  1760  DATA  16,60.126,255.255.255,25 

5. 12  6, 60 
CI  1770  DATA  17.60,255,126,219,126,36 

, 255, 189 
P!il780  DATA  13,60,90,126,165,24,255, 

189, 189 
BE  1790  DATA  19.189,189,60,60,102,102 

.10  2.231 
tDlB00  DATA  20,24,24,24,248,248,0,0, 

0 

KF  1810  DATA  21.0-0,0.248,248,24,24,2 

4 
SD1820  DATA  22,0,0,0,31.31,24,24,24 
DF  1830  DATA  23  ,  24  .  24  ,  24  .  3  1..  3  1  .  0  ,  0  ,  0 
fH  1S4  0  DATA  24,24,24,24.255,255,0.0. 

0 
KJiaS0  DATA  25,0,0,0,255,255,24,24,2 

4 
MP  1860  DATA  23.24.24,24,31,31,24,24, 

24 
FF1870  DATA  29,24,24,24,248,248,24,2 

4,  24 
111880  DATA  30.1.3,6.12.24.48,96,192 
Pfl  1890  DATA  59,128.192,96,48,24,12,6 

Al  1900  DATA  60,0,0.0,36,90,129,0,0 
Nfl9  10  DATA  61,24,28,30,31,31,30,28. 

24 
HC1920  DATA  62,170,85,170,35,170,85, 

170,35 
CI.  1930  POnrE  756,CHBAS 
KO  1940  RETURN 

FC  2000  DIM  FILE*  (  15)  :  GRAPHICS  0 
D!  2010  TRAP  2060:PRINT  "^CLEARJ 

{DDWN: INPUT  FILENAME" 
JL  2020  PRINT  "  fDOWNlCASSETTE  USERS  E 

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FILENAME  WI TH  D:  " 
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BO    COMPUTii     May1i?8d 


Serict"""  a, lie  el         ,, 

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64  Hi-Res '#3jL--3/55>    ^ 
Graphics  Editor 


M  h 


IS 


s 


Gregg  Peele,  Assistant  Prcgramming  Supervisor 

Just  as  a  word  processor  allows  you  to  expand 
your  writing  skills  by  giving  you  power  to 
manipulate  text  freely,  "Hi-Res  Graphics 
Editor"  allows  you  to  easily  draw,  erase,  and 
edit  images  on  the  64's  hi-res  screen.  Once 
you  have  finished  your  drawing,  you  can 
even  send  the  results  to  your  1525  printer. 

The  Editor  expands  on  the  graphics  tech- 
niques in  "Picture  Perfect,"  using  the  sprite 
capability  of  your  64  to  create  and  modify 
intricate  designs  on  the  screen.  Parts  of  pic- 
tures can  be  "imprinted"  onto  a  sprite  and 
"planted"  on  another  area  of  the  screen.  You 
can  then  enlarge  the  sprite  to  full-screen  size 
and  edit  it  more  precisely. 

Type  It  In  With  MLX 

Hi-Res  Graphics  Editor  is  in  two  parts.  First 
you  must  type  in  Program  2  using  the  MLX 
program  elsewhere  in  this  issue.  After  saving 
Program  2  to  disk  or  tape,  reset  your  machine 
by  turning  it  off. 

Now  type  in  Program  3,  the  BASIC  part 
of  Hi-Res  Graphics  Editor.  SAVE  it  to  disk  or 
tape. 

To  run  the  program,  first  LOAD  the  file 
created  by  MLX  with  this  format: 

LOAD  "your  filename",8,l     for  disk 
LOAD  "your  filename", 1,1     tor  tape 

Now  enter  this  line  and  press  RETURN: 

POKE  642,128:POKE  44,128:POKE  32768,0:NEW 

This  moves  BASIC  to  a  safe  place  in  mem- 
ory— leaving  plenty  of  room  for  hi-res 
screens.  You  must  type  this  line  each  time 
before  you  LOAD  Program  3. 

Next,  LOAD  the  BASIC  program— Pro- 
gram 3.  Type  RUN,  press  RETURN,  and  you 
are  in  the  Editor. 

Set  The  Joysticic  Speed 

The  first  prompt  in  Hi-Res  Graphics  Editor  is 
for  joystick  speed.  Enter  a  number  from  1  to 
10  (10  is  fastest).  The  lower  the  number,  the 
more  control  you  have  over  drawing.  You 
can  experiment  with  these  numbers  to  find 
the  best  speed  for  your  purposes. 

Next,  the  screen  clears  and  a  rectangle 
appears  in  the  center.  This  is  the  sprite  cursor. 
Press  the  letter  D  and  the  box  will  change 


D 


raw 


into  an  arrow.  You  are  now  in  Draw  Mode. 
With  a  joystick  in  port  2,  you  can  move  this 
arrow  around  the  screen. 

Pressing  the  fire  button  draws  on  the 
screen.  If  what  you  have  drawn  is  invisible, 
press  B  to  change  the  background  color  and 
F  to  change  the  foreground  color.  Repeat 
each  of  these  keys  to  step  through  the  se- 
quence of  all  possible  colors. 

Erasing  With  The  Arrow 

If  you  wish  to  erase  what  you  have  drawn, 
engage  the  SHIFT  LOCK  key  on  the 
keyboard.  Then  hold  down  the  fire  button 
and  use  the  joystick  to  point  the  arrow  at 
any  pixel  you  want  to  erase.  To  start  over 
with  a  clean  slate,  just  press  the  fl  key.  This 
clears  the  screen. 

Sprite  Mode  can  be  accessed  by  pressing 
the  A  (Add),  S  (Stamp),  C  (Copy),  or  E  (Erase) 
key.  Let's  explore  the  most  interesting  of 
these,  hitting  the  letter  C. 

Using  the  joystick,  move  the  rectangle 
around  the  screen  until  it's  superimposed  on 
part  of  your  original  drawing.  (If  you  have 
cleared  the  screen,  you  can  return  to  draw 
mode  by  pressing  D,)  Press  the  fire  button, 
and  the  contents  of  the  screen  "under"  the 
sprite  will  be  copied  onto  the  sprite. 

You  can  enter  Add  Mode  at  any  time  by 
pressing  A.  In  this  mode,  you  can  move  your 
sprite  around  the  screen  and  "plant"  the 
image  anywhere  you  like.  (You  add  the  image 
of  the  sprite  to  the  images  already  on  the 
screen.)  If  you  hold  the  button  down  while 
you  move  the  sprite,  the  sprite's  image  be- 
comes a  wide  "brush,"  which  you  can  use 
for  calligraphy  and  to  create  other  interesting 
effects. 

A  Graphic  Stamp 

Stamp  Mode  replaces  the  contents  of  the 
screen  with  the  contents  of  the  sprite.  And  if 
you  make  a  mistake  in  your  drawing,  use  E, 
Erase  Mode.  This  mode  transforms  the  sprite 
cursor  into  a  giant  eraser  which  clears  any 
pixels  it  passes  over. 


82     COMPUTE!     May  1984 


Developing  a  mind 
for  the  Future.  ^^^ 


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Produces  60  Columns  With  Coior' 

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Use  Wilfi  Termin.?:'  Ptograms 

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DeveJop  Vour  Own  Programs 


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Gives  yo J  3  different  we/^sions  of  Commodoce 
Basic  Programing  Language  Version  4  PLUS' 
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-  Disk  a  File  Maintenance  Commands 
Data  Handling  Commands 
Graphics  Ptus  Basic 

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Muc^l  Much  More' 

RECREATE  PROGRAM  S39"  U.S! 

RTC's  Answers  to  Program  Recreation 
Converts  Printers  Fite  to  SCRtPT  64  s  Files 

SUPER  COPY  S29"U.S: 

Super  Fast  Disk  Copies  on  a  1  54 1 
Copy  Entire  Disk  \x\  7  Minutes  or  Less 
Copy  Selected  Files 
Complete  Pattern  Matctimg 
Full  Pirompts 

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SCR1PT64&SCRATCHPAD64S105"U.S: 


Script  64 

Word  Processor  m  French  and  English 

60  Columns 

Global  Search  and  Replace 

User  Created  Oictionarv 

Spelling  Check 

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and  gives  you  eiitended  disk  and  I/O  commands. 

•  The  ability  to  have  several  64s  on  line  together  -  sharing  com- 
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Capability. 

•  Built-in  machine  language  monitor. 

«  A  built-in  terminal  of  modem  program  which  allows  the  system 
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A  Sprite  Editor 

You  can  create  your  own  sprites  by  enlarging 
the  sprite  to  full  screen  proportions.  Hold 
down  the  f7  key  briefly.  The  screen  will  clear 
and  an  enlarged  image  of  the  sprite  will  ap- 
pear in  the  upper  left  corner  of  the  screen. 
To  edit  this  sprite,  press  the  fire  button  of 
the  joystick  as  you  move  the  cursor  in  this 
area.  Erasing  is  simple.  Just  engage  the 
SHIFT/LOCK  key,  and  instead  of  drawing  to 
the  sprite  image,  you  will  erase  parts  of  the 
sprite.  The  fl  key  clears  the  sprite,  just  as  it 
cleared  the  screen  in  hi-res  mode. 

If  you  want  to  save  or  load  a  hi-res 
screen,  you  must  do  it  from  this  sprite  defi- 
nition mode.  Hold  the  CTRL  key  while  you 
press  L  for  LOAD,  and  a  series  of  prompts 
will  then  appear  for  loading  from  disk  or 
tape.  Likewise,  holding  CTRL  and  S  allows 
you  to  save  to  disk  or  tape. 

Anytime  you  wish  to  return  to  hi-res 
mode,  simply  hold  f7  down  for  a  moment. 
You  can  then  use  the  sprite  definition  you 
have  just  created  to  produce  intricate  pictures 
on  the  hi-res  screen. 

Two  Graphics  Screens 

The  Editor  contains  a  feature  which  allows 
you  to  have  two  full  screens  of  graphics  in 
memory  at  one  time.  Press  T  to  toggle  be- 
tween them.  When  you  first  try  this  function, 
the  screen  will  fill  with  garbage  if  nothing 
has  been  created  on  the  alternate  screen. 
(There  is  undefined  data  in  this  area.) 


Clear  the  screen  (using  the  fl  key)  to 
start  with  a  new  palette.  Draw  a  new  design 
on  this  screen,  and  press  T  (toggle)  to  return 
to  the  old  screen.  Pressing  T  again  takes  you 
back  to  your  second  creation,  and  so  on. 

Printing  Your  Creation 

Since  an  image  created  on  a  computer  screen 
will  last  only  as  long  as  the  power  is  on,  a  hi- 
res screen  dump  is  included.  Just  press  the 
letter  P,  and  your  1525  printer  (or  1525  com- 
patible printer)  will  print  the  contents  (minus 
the  sprite  cursors)  of  the  screen. 

Here's  a  summary  of  the  commands  in 
the  Hi-Res  Graphics  Editor: 


D 

Draw  Mode 

SHIFT 

LOCK  on 

Erase  draw  (in  sprite  definition  mode,  erase 

A 

parts  of  sprite) 

Add  Mode;  overlay  sprite 

with  screen 

C 
S 

Copy  screen  to  sprite 

Stamp  Mode;  replace  what  is  onscreen  with 

E 

sprite  image 
Erase  under  sprite 

F 
B 
T 

Sequence  through  foreground  colors 
Sequence  through  background  colors 
Toggle  between  screens 

fl 

Clear  screen  (hi-res  and  sprite  definition 

i7 

modes) 

Change  from  hi-res  to  sprite  definition  and 

vice  versa 

CTRL-L 

Load  screen  from  disk  or  tape;  available  only 

from  sprite  definition  mode 

CTRL-S 

Save  screen  from  disk  or  tape;  available  only 

from  sprite  definition  mode 

P 

Produce  printout  on  1525  printer 

49626 
49632 
49638 
49644 

49650 
49656 
49662 
49668 
49674 
49680 
49686 
49692 
49698 
49704 
49710 
49716 
49722 
49728 
49734 
49740 
49746 
49752 
49758 
49764 
49770 


: 096, 032, 
:012,193, 
! 096, 032, 
:193,096, 
!ll2, 193, 
:032,012, 
!l92,032, 
:173,001, 
:173,000, 
:173,016, 
: 011, 169, 
:141,016, 
:169,253, 
:016,208, 
:233,024, 
:255,206, 
:206,-165, 
: 023, 201, 
:014,240, 
:053,201, 
: 003, 240, 
:169,000, 
:138,194, 
:001,141, 
: 194, 076, 


247,192,096, 
096,032,112, 
227,192,032, 
032,247,192, 
096,032,247, 
193,096,032, 
012,193,096, 
208,141,003, 
208,141,002, 
208,041,001, 
002,013,016, 
208,076,042, 
045,016,208, 
056,173,254, 
141,250,206, 
233,000,141, 
197,201,013, 
010,240,030, 
046,201,018, 
020,240,079, 
025,076,168, 
141,227,205, 
076,168,194, 
227,205,032, 
168,194,032, 


032,145 
193,094 
112,153 
032,004 
192,090 
227,072 
096,107 
208,226 
208,230 
240,183 
208,185 
194,193 
141,098 
206,185 
173,049 
251,114 
240,056 
201,001 
240,061 
201,102 
194,020 
032,094 
169,009 
138,076 
138,140 


49776 
49782 
49788 

49794 
49800 
49806 
49812 
49818 
49824 
49830 
49836 
49842 
49848 
49854 
49860 
49866 
49872 
49878 
49884 
49890 
49896 
49902 
49908 
49914 
49920 


;194,076 
!l94,169 
:032,138 
:169,003 
:168,194 
:208,141 
:141,016 
:169,124 
:169,004 
:138, 194 
:003, 208 
:212,205 
:254,141 
:194,169 
:173,021 
:021,208 
:233,050 
: 000, 220 
:169,000 
:000, 173 
:  208, 006 
:018, 196 
:250,206 
:251,206 
:128,141 


,180, 
,002, 
,194, 

,141, 
,169, 
,254, 
,208, 
,141, 
,141, 
,173, 
,016, 
,173, 
,021, 
,033, 
,208, 
,056, 
,141, 
,041, 
,141, 
,227, 
,076, 
,076, 
,141, 
,141, 
,216, 


199,076, 
141,227, 
076,168, 
227,205, 
172,141, 
206, 169, 
141,255, 
001,208, 
227,205, 
227,205, 
169,034, 
021,208, 
208,076, 
141,212, 
009,003, 
173,001, 
248,206, 
016,208, 
224,206, 
205,201, 
243,194, 
125, 195, 
218,205, 
219,205, 
205,169, 


168, 
205, 
194, 
076, 
000, 
000, 
206, 
096, 
032, 
201, 
141, 
041, 
204, 
205, 
141, 
208, 
173, 
017, 
162, 
004, 
076, 
173, 
173, 
169, 
000, 


237 
032 
158 
183 
212 
096 
091 
125 
170 
024 
231 
014 
064 
120 
239 
101 
235 
204 
098 
012 
011 
253 
157 
161 
091 


84     COMPUTE!     May  1984 


49926 

:168, 

49932 

:222, 

49938 

:022, 

49944 

:221, 

49950 

:206, 

49956 

:205, 

49962 

:008, 

•49968 

:205, 

49974 

:153, 

49980 

:208, 

49986 

:205, 

49992 

:105, 

49998 

:251, 

50004 

:206, 

50010 

:162, 

50016 

:250, 

50022 

:251, 

50028 

:000, 

50034 

=  205, 

50040 

:001, 

50046 

:128, 

50052 

:206, 

50058 

:206, 

50064 

:228, 

50070 

:000, 

50076 

:195, 

50082 

:208, 

50088 

:008, 

50094 

:076, 

50100 

:22B, 

50106 

:105, 

50112 

:251, 

50118 

:206, 

50124 

:216, 

50130 

:216, 

50136 

:105, 

50142 

:251, 

50148 

:206, 

50154 

:238, 

50160 

:240, 

50166 

:000, 

50172 

:250, 

50178 

:206, 

50184 

:141, 

50190 

:192, 

50196 

:125, 

50202 

:250, 

50208 

=  251, 

50214 

:248, 

50220 

t207. 

50226 

:207, 

50232 

:207, 

50238 

:207, 

50244 

:207, 

50250 

:217, 

50256 

:141, 

50262 

:074, 

50268 

;207, 

50274 

:217, 

50280 

:173, 

50286 

:207, 

50292 

:219, 

50298 

:141, 

50304 

:074, 

50310 

;207, 

50316 

:219, 

50322 

:  173, 

50328 

:207, 

50334 

:141, 

50340 

:010,( 

50346 

:217, 

, 170,141,214, 205 
,205,140,221,205 
, 196, 174, 222,205 
,205, 173,224,205 
,207,240,012, 173 
,025,000,008, 153 
, 076,057, 195, 173 
,073, 255,057,000 
, 000,008,078, 216 
,006,169,128,141 
,200,024, 173,250 
,001, 141, 250, 206 
,206, 105,000,141 
, 232, 224,024, 208 
,000, 173,218, 205 
,206,173,219,205 
,206,238,248, 206 
,238,214,205,173 
,201,021,144, 148 
,  141, 227, 205,096 
,141,226,206, 172 
,185,000,008,045 
,240,008,169,001 
,206,076,157, 195 
,141,228,206,076 
, 173, 227,205, 201 
,039, 173,141,002 
, 169,001,141,228 
, 182, 195, 169,000 
,206,024,173,250 
,011, 141,250,206 
, 206, 105,000, 141 
,032,022,196,096 
,206,032,022, 196 
,205,024, 173,250 
,001 ,141, 250, 206 
,206, 105,000, 141 
,  110,226,206,208 
,224,206,232,224 
,003,076,125, 195 
,238, 248, 206,056 
,206,233,024,141 
,  173,251,206,233 
,251,206,172,224 
, 063, 144, 001,096 
,195, 173,250,206 
,207, 173,251, 206 
, 207, 173, 248, 206 
, 207, 169,000, 141 
,173,250,207,141 
,173,251,207,141 
,173,248,207,141 
, 173,249,207,141 
,173,215,207,074 
, 207, 173, 214, 207 
, 216,207,173, 217 
, 141,217,207, 173 
,106,141,216,207 
,207,074,141,217 
,216,207,106,  141 
, 173, 213,207,074 
,207,173,212,207 
,218,207,173,219 
,141,219,207,173 
, 106,141,218,207 
,207,074,141,219 
, 218,207,106, 141 
,173,214,207,041 
,220,207, 173,216 
,046,217,207,010 
, 207,010,141, 210 


, 142,022 

,032,013 

, 172, 241 

,045,073 

, 216,060 

,000, 171 

, 216,255 

,008, 134 

, 205, 202 

, 216, 160 

,206, 100 

,  173,180 

,251,008 

,  177,131 

, 141, 221 

,141,010 

, 162,133 

,214, 128 

, 169,234 

,  169,191 

, 224, 199 

,226,034 

, 141,135 

, 169,151 

,157,190 

,003,136 

,208,165 

,206,153 

,141,169 

,206,243 

, 173,048 

,251,122 

,142, 124 

, 174,026 

,206,005 

,173,068 

,251, 152 

,152,056 

,003,081 

,162,017 

, 173,143 

,250,076 

,000,047 

,206,184 

,076,074 

,141,086 

, 141, 230 

, 141,234 

, 249,028 

,212,210 

,213,218 

,214,222 

,215,230 

,141,061 

, 106, 174 

,207,217 

,216,090 

,173,118 

,207,137 

,216, 139 

,141,101 

,106,216 

, 207,007 

,218,136 

, 173, 162 

,207, 183 

,218, 185 

,007,233 

,207,042 

,046,188 

,207,138 


50352 

50358 

50364 

50370 

50376 

50382 

50388 

50394 

50400 

50406 

50412 

50418 

50424 

50430 

50436 

50442 

50448 

50454 

50450 

50466 

50472 

50478 

50484 

50490 

50496 

50502 

50508 

50514 

50520 

50526 

50532 

50538 

50544 

50550 

50556 

50562 

50568 

50574 

50580 

50586 

50592 

50598 

50604 

50610 

50616 

50622 

50628 

50634 

50640 

50646 

50652 

50658 

50664 

50670 

50676 

50582 

50688 

50694 

50700 

50706 

50712 

50718 

50724 

50730 

50736 

50742 

50748 

50754 

50760 

50766 

50772 


:046 

,217, 

:141 

,211, 

:010 

,046, 

:217 

,207, 

:216 

,207, 

:217 

,207, 

:216 

,207, 

:010 

,046, 

•217 

,207, 

!218 

,207, 

:010 

,046, 

219 

,207, 

:173 

216, 

141 

208, 

109 

219, 

024 

173, 

207 

141, 

109 

209, 

024 

169, 

141 

209, 

133 

251, 

252 

173, 

141 

225, 

237 

225, 

169 

000, 

173 

225, 

206 

225, 

000 

173, 

240 

090, 

201 

004, 

197 

173, 

177 

251, 

251 

076, 

205 

201, 

206 

207, 

207 

177, 

145 

251, 

251 

045, 

177 

251, 

251 

076, 

045 

206, 

206 

207, 

207 

177, 

145 

251, 

205 

096, 

208 

046, 

169 

032, 

152 

145, 

233 

255, 

171, 

233, 

240, 

016, 

001, 

133, 

000, 

133, 

096, 

165, 

208, 

008, 

206, 

076, 

208, 

104, 

206, 

076, 

206, 

173, 

206, 

201, 

214, 

206, 

206, 

076, 

214, 

206, 

206, 

045, 

208, 

008, 

015, 

141, 

133, 

170, 

173, 

214, 

170, 

056, 

141, 

212, 

007, 

013, 

207 

,173 

,217 

,207 

,219 

207 

,173 

,210 

,207 

,  051 

217 

,207 

,010 

,046 

,212 

109 

,210 

,207 

,141 

,005 

173 

,211 

,207 

,109 

,043 

141 

,217 

,207 

,173 

,088 

010 

,046 

,217 

,207 

,091 

217 

,207 

,010 

,046 

,242 

141 

,216 

207 

,173 

,105 

010 

,046 

219 

207 

,113 

219 

,207 

010 

046 

,006 

141 

,218 

207 

024 

,234 

207 

,109 

218 

207 

,098 

207 

,173 

217 

207 

127 

207 

,141 

209 

207 

,072 

220 

,207 

109 

208 

183 

208 

,207 

169 

000 

180 

207 

,141 

209 

207 

080 

032 

,109 

209 

207 

010 

207 

,173 

208 

207 

155 

173 

,209 

207 

133 

122 

212 

,207 

041 

007 

170 

207 

,056 

169 

007 

089 

207 

,141 

225 

207 

020 

141 

,206 

207 

056 

075 

207 

,046 

206 

207 

110 

207 

,016 

245 

160 

111 

227 

,205 

201 

005 

125 

201 

002 

240 

064 

157 

208 

,003 

076 

180 

254 

228 

206 

240 

010 

130 

013 

206 

207 

145 

081 

180 

197 

173 

227 

192 

001 

,240 

018 

173 

188 

073 

255 

141 

206 

188 

251 

045 

206 

207 

199 

076 

180 

197 

177 

138 

206 

207 

240 

032 

099 

013 

206 

207 

145 

123 

180 

197 

177 

251 

006 

207 

240 

015 

173 

022 

073 

255 

141 

206 

230 

251 

045 

206 

207 

241 

177 

251 

141 

224 

087 

165 

197 

201 

004 

028 

169 

000 

133 

170 

148 

133 

171 

160 

000 

093 

170 

056 

165 

170 

036 

141 

212, 

206 

155 

140 

063, 

013, 

212 

206 

088 

024 

165, 

170, 

105 

172 

170, 

165, 

171, 

105 

203 

171, 

076, 

200, 

197 

241 

197, 

170, 

201, 

028, 

071 

169, 

015, 

141, 

212, 

229 

010, 

198, 

201, 

021, 

194 

169, 

240, 

141, 

212, 

050 

034, 

198, 

238, 

214, 

204 

214, 

205, 

045, 

212, 

044 

015, 

208, 

035, 

173, 

083 

041, 

240, 

141, 

214, 

056 

058, 

198, 

024, 

173, 

253 

105, 

016, 

141, 

214, 

164 

212, 

206, 

201, 

240, 

128 

173, 

214, 

206, 

041, 

130 

214, 

206, 

169, 

000, 

031 

169, 

004, 

133, 

171, 

072 

206, 

160, 

000, 

145, 

196 

165, 

170, 

233, 

231, 

073 

206, 

165, 

171, 

233, 

182 

212, 

206, 

176, 

016, 

202 

May  1984     COMPUTE!     85 


50778  :024, 165, 170, 105, 001, 13  3, 176 
50784  : 170, 165, 171, 105,000, 13  3,072 
50790  : 171, 076, 066, 198,096, 160,101 
50796  : 128, 18 5, 119, 198, 153, 064, 187 
50802  :008, 136,016, 247,096, 2  5  5, 104 
50808  : 2  55, 25  5, 19  2, 000,003, 19  2, 249 
50814  : 000, 003, 192,000,003,192,004 
50820  : 000, 003, 192, 000, 003, 19  2,010 
50826  : 000, 003, 192,000,003, 192,016 
50832  : 000, 003, 19 2, 000, 003, 19  2,022 
50838  : 000, 003, 192,000,003, 192,028 
50844  : 000, 003, 19 2, 000, 003, 19 2, 034 
50850  : 000, 003, 192,000,003, 19  2,040 
50856  : 000, 003, 19 2, 000, 003, 192, 046 
50862  : 000, 003, 192, 000, 003, 2 55, 115 
50868  : 255, 255, 000, 000, 048, 000, 226 
50874  : 000, 060, 000, 000,063,000,053 
50880  : 000, 06 2, 000, 000, 05 5, 000, 05 3 
50886  : 000, 003, 128,000,001, 192,010 
50892  : 000, 000, 2 24, 000, 000, 000, 172 
50898  : 000, 000, 000, 000, 000, 000, 210 
50904  : 000, 000, 000, 000, 000, 000, 216 
50910  : 000, 000, 000, 000, 000, 000, 222 
50916  : 000, 000, 000, 000, 000, 000, 228 
50922  :000, 000, 000,000,000, 000, 234 
509  28  : 000 , 000 , 000 , 000 , 000 , 000 , 240 
50934  : 000, 000, 000, 000, 000, 000, 246 
50940  : 000, 169, 01 2, 141, 03 3, 208, 047 
50946  : 169, 147, 032, 210, 255, 169,216 
50952  : 021, 141, 024, 208, 169, 027, 086 
50958  : 141, 017, 208, 169, 000, 141, 178 
50964  :20a, 205, 13 3, 180, 141, 207, 070 
50970  : 205, 141, 206, 205, 133, 195, 087 
50976  : 169, 216, 133, 196, 169, 004, 151 
50982  :133, 181,162,000,160,000,162 
50988  ; 169, 128, 141, 2 10, 205, 140, 01 3 
50994  : 206, 205, 172,207,205, 185,206 
51000  : 000, 008, 140, 207, 205, 17 2, 020 
51006  : 206, 205, 045, 210, 205, 240, 149 
51012  :  01 1,169, 001, 145, 195, 169, 246 
51018  : 160, 145, 180,076,088,199,154 
51024  :  169, 000, 145, 195, 169, 160, 150 
51030  : 145, 180, 024, 165,195,105,132 
51036  :001, 133, 195,165,196, 105,119 
51042  : 000, 133, 196,024,165,180,028 
51048  :  105, 001, 13 3, 180, 16 5, 181, 101 
51054  : 105, 000, 133, 181,078,210,049 
51060  : 205, 17 3, 2 10, 205, 240, 003, 128 
51066  : 076, 049, 199,2  38,207,205,072 
5107  2  :169, 128, 141, 210, 205, 232, 189 
51078  :2  24,003, 144, 167,024,165,093 
51084  :180, 105,016, 133, 180, 165,  151 
51090  : 181, 105, 000, 133,181,024,002 
51096  :1 65, 195, 105, 01 6, 133, 195, 193 
51102  :165, 196, 105,000, 133, 196, 185 
51108  :  162,  000,  238, 208, 205, 173, 126 
51114  : 208, 205, 201, 021, 176, 003, 2 16 
51120  : 076, 049, 199, 096, 169, 001, 254 
51126  : 141, 238, 002, 096, 165, 197,253 
51132  : 201, 041, 240, 00 1,096, 169,  168 
51138  : 000, 032, 189,2  5  5,169,004,07  5 
51144  :  170, 160, 255, 032, 186, 255, 234 
51150  :032,  19.2,  25  5,  162,004,032,115 
51156  ;201, 255, 176,003,076, 220, 119 
51162  ! 199,096, 169,008,032,210,164 
51168  :255, 169, 01 3, 032, 2 10, 255, 134 
51174  : 162,000, 169,001,141,204,139 
51180  : 205,  169, 000, 141, 250, 206, 183 
51186  : 169, 000, 141, 251, 206, 169,154 
51192  :  199, 141, 248, 206, 169, 005, 192 
51198  : 141, 227, 205, 142, 242, 002,  189 


51204 
51210 
51216 
51222 
51228 
51234 
51240 
51246 
51252 
51258 
51264 
51270 
51276 
51282 
51288 
51294 
51300 
51306 
51312 
51318 
51324 
51330 
51336 
51342 
51348 
51354 
51360 
51366 
51372 
51378 
51384 
51390 
51396 
51402 
51408 
51414 
51420 
51426 
51432 
51438 
51444 
51450 
51456 
51462 
51468 
51474 
51480 
51486 
51492 
51498 
51504 
51510 
51516 
51522 
51528 
51534 
51540 
51546 
51552 


032 

022 

196 

174 

24  2 

002, 

173 

224 

205 

045 

206 

207, 

240 

012 

173, 

202 

205 

013, 

204 

205 

141, 

202 

205, 

076, 

041 

200 

173 

204 

205 

073, 

255 

045 

,202 

205 

141 

,202, 

205 

014 

204 

205 

173 

,204, 

205 

201 

128 

240 

020 

024, 

173 

250 

,206 

105 

001 

141, 

250 

206 

,173 

251 

206 

105, 

000 

141 

,251 

206 

076 

001, 

200 

173 

202 

205 

009 

128, 

224 

045 

,144 

010 

173 

202, 

205 

041 

031 

009 

128 

,141, 

202 

205 

,168 

032 

,210 

,255, 

152 

032 

,210 

255 

169 

,001, 

141 

204 

,205 

169 

000 

141, 

202 

205 

056 

173 

250 

206, 

233 

006 

141 

250 

206 

173, 

251 

206 

,233 

000 

141 

251, 

206 

206 

,248 

206 

173 

248, 

206 

201 

,255 

240 

003 

076, 

001 

200 

224 

045 

176 

031, 

024 

173 

250 

206 

105 

007, 

141 

250 

,206 

173 

251 

206, 

105 

000 

141, 

251, 

206, 

232, 

169 

199 

141, 

248 

206 

169, 

013 

032 

210, 

255 

0''6, 

001, 

200 

169 

013 

032 

210 

255, 

032 

231 

255, 

096 

1V4 

240, 

002 

160 

255, 

136 

208 

253, 

202 

208 

248, 

096 

173, 

167, 

002 

174 

168 

002 

160 

001, 

032 

186 

255, 

173 

169, 

002, 

162 

172 

160, 

002 

03  2 

189, 

255 

169 

000, 

162 

000 

160, 

032 

032 

213, 

255 

096 

173, 

167 

002 

174, 

168, 

002, 

160, 

001 

032 

186, 

255, 

173 

169, 

002 

162 

172, 

160 

002, 

032, 

189 

255 

169, 

032 

133 

254, 

169 

000 

133, 

253 

169 

253, 

162 

255 

160, 

06  3 

03  2 

216, 

255 

096 

165, 

197 

201 

022, 

240 

001 

096 

169 

000 

133, 

170 

169 

032 

133 

171 

169, 

000 

133 

180 

169 

096 

133, 

181 

160 

000 

177 

170 

141, 

06  2 

003 

177 

180 

141 

064, 

003 

173 

,062 

003 

145 

180, 

173 

064 

003 

145 

170 

024, 

165 

170 

105 

001 

133 

170, 

165 

171 

,105 

000 

133 

171, 

024 

165 

,180 

105 

001 

133, 

180 

,165 

,181 

105 

000 

133, 

181 

,056 

,165 

170 

,233 

,255, 

141 

,200 

,205 

165 

,171 

,233, 

063 

,013 

,200 

205 

,144 

,193, 

096 

,013 

,013 

,013 

,013 

,013, 

,  160 
,046 
,093 
,031 
,156 
,060 
,021 
,096 
,160 
,225 
,227 
,219 
,106 
,125 
,136 
145 
,192 
,174 
,097 
,176 
,131 
,087 
,045 
,139 
,095 
,065 
,012 
,241 
,027 
,  182 
,  174 
,004 
,  191 
,251 
,157 
,  192 
,253 
,131 
,024 
,000 
,252 
,  203 
,120 
,174 
,139 
,094 
,223 
,091 
,151 
,096 
,115 
,030 
,037 
,  162 
,068 
,114 
,175 
,140 
,001 


Program  3: 

BASIC  Portion  Of  Hi-Res  Graphics  Editor 

5  INPUT  "tCLR} JOYSTICK  SPEED  (l-10)"rJS? 

: rem  137 

6  IF  VAL(JS$)<10R  VAL(JS$)>10  THEN5 

:rem  192 

7  POKE752,ll-VAL{JS$)  : rem  180 

8  FOR  T=  2048TO2048+64:POKET,0:NEXT 

;rem  22 


86    COMPUTE!    May1984 


10 
11 

12 
13 

15 
16 

17 
20 

30 

31 

32 

33 

34 
40 
50 

60 

61 

63 
65 
66 

70 

72 
75 
79 


PEEK ( 197 )<> 3THEN12 
TO  300:NEXT 


:rem  97 
rem  102 
rem  199 
rem  188 
rem  104 
POKEVI+ 
: rem  51 
rem  238 


SYS50624 

SYS49152 

GETA5 :IF 

FOR  T=  1 

SYS50941 

VI=5324B:POKEVI+21 , 1 :POKEVI , 21 

16,PEEK(VI+16)ORl:POKEVI+l, 100 

POKE2040,32 

SC=  1024 : PX=0 : PY=0 : CN=0 : 0S  =  5  5  296 : OC=PE 

EK{OS)  :rem  24 

GET  A$:IF  A$=""THEN  CN=CN+1     : rem  65 

IF  PEEK(197)=4  THEN  FOR  T=2048TO2048+6 

4:POKET,0:NEXT:SYS50941        : rem  196 

IF  PEEK(19  7)=3THENPOKE198,0:FORT=1TO30 

0:NEXT:GOTO11  : rem  62 

IF  A$="{L]"THEN  GOSUB  300 :SYS51394 :GOS 

UB400:SYS50941  : rem  242 

IF  A$=" {HOME} "THEN  GOSUB300 :SYS5142 5 :G 

: rem  245 
SC,PEEK(SC)OR128:CN 

: rem  147 
SC,PEEK(SC)AND127 

: rem  140 
IF(PEEK(56320)AND16)<>0  THEN  65:rem  58 
IF  PEEK(653)THEN  POKESC+54272 , 0 ;SH=1 : G 
OSUB200:GOTO  65  : rem  246 

POKESC+54272, 1 :SH=0:GOSUB  200  : rem  72 
IF  15-PEEK(56320)=0  THEN  79  : rem  15 
FL=0:OC=PEEK(SC+542  72) :OS=SC+542  72 

: rem  141 
ON  15-PEEK(56320)AND15GOSUB  80,90,95,1 
00,120,130,140,150,160,170  :rem  163 
POKESC, {PEEK(SC)OR128)  : rem  243 
SC=1024+40*Y+X  ;rem  155 

GOTO  30  :rem  12 


80  Y  =Y+{Y>0) 

90  Y=Y-(Y<20) 

95  RETURN 

100  X=X+(X>0) 
RETURN 
Y=Y+(Y>0) 


; RETURN 
! RETURN 

t RETURN 


;rem  180 
rem  2  31 
; rem  78 
rem  218 
rem  114 
; rem  72 

:rem  123 
rem  117 
:rem  20 
rem  174 

;rem  180 
: rem  50 


OSUB400:SYS50941 

IF  CN=  2  THEN  POKE 

=0 

IP  CN=  1  THEN  POKE 


110 

120  Y=Y+(Y>0) :X=X+(X>0} ; RETURN 
130  Y=Y-(Y<20) :X=X+(X>0) iRETURN 
140  RETURN 

150  X=X-(X<23) iRETURN 
160  Y=Y+(Y>-0) :X=X-CX<23) iRETURN 
170  Y=Y-(Y<20) :X=X-(X<23) :RETURN 
200  BO=Y*3+INT(x/8) 
210  BT=  2T{7-(X-INTCX/8)*8)) :P=64*PEEK(20 
40)+BO  :rem  49 

220  IF  SH=0  THENPOKEP,PEEK{P)ORBT:GOTO2  30 

: rem  10 
225  POKEP, PEEK(P)AND(255-BT) :SH=0:rem  207 
230  RETURN  : rem  117 

300  print"[blk} [7  right}{clr}{rvs}d{off1i 

SK  OR  {RVS}T{0FF5APE"  :rem  144 

301  GET  J$:IF  J5=""THEN301  : rem  93 

302  IP  J$<>"D"AND  J$<>"T"THEN  301:rem  170 

303  INPUT  "FILENAME" ;FI$  : rem  153 

305  IF  LEFT${J$,1)="D"THEN  D=8:GOTO310 

: rem  70 

306  D=I  :rem  7  5 
310  FOR  T=  684  TO  6B4+LEN (FI$ ) -1 : POKET, AS 

C(MID$(FI$,T-683,1)} :NEXT  : rem  150 
3  20  POKE679,D:POKE680,D:POKE681,LEN(FI$) ; 

POKE682,172:POKE683,2  ; rem  159 
325  RETURN  : rem  122 

400  0PEN15 , 8,15: INPUT#15 , A$ , B$ , CS , D? : PRIN 

TA$;"  "jB$"  "rC$;"  ";C?;"  ";D$:rem  52 
405  CL0SE15  :rem  117 

410  FOR  T=  ITO  3000  :NEXT  ; RETURN: rem  55© 


25  LOT 


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SOPHISTICATED  SOFTWARE 
OF  AMERICA" 

PRESENTS 

GRAFK  -  ARTIST" 

(Commodore  64"  vcnlon) 

THE  LATEST  IN  EDUCATIONAL 

GRAPHICS  SOFTWARE  DESIGNED 

WITH  THE  CONSUMER  IN  MIND 

CREATE  EXTRAORDINARY 

COLOR  -  GRAPHICS 

USING  THE: 

•  Joystick  Mode  •  Program  Mode 

•  PhjgrBm  to  Picture  Utility  |lor  your  basic  OI 
machlne-tsngucge  prognimsl 

GRAFtX-  ARTIST"  pfOV1d«s  comprehenilve 


•  Rcfcnnce  Card 

•  Introduction  Tutorial 


•  Help  Screens 

#  Demo's 


NO  COMPUTER  EXPERIENCE 
IS  NECESSARY 

Oiltdran,  pannts,  uttta,  educaton  will  enjoy 
the  eaia-ol-use  and  options 
GRAFIX-ARTlSrr  provldei. 

NOW  AVAILABLE  -  Grafix-Prlntcr™ 
COMING  SOON  -  Lesson-Designer™ 
Dukr  arid  DMrtbutOf  Inquiilei  Invited 


196  Ross  Rd. 

King  of  PruMia.  PA  19406 

(215)  265-2277 


WL 


Snertle 


Soon  Sivakumaran 


61/  making  simple  selections  from  a  nteitti,  a  child  can 
change  this  arithmetic  drill  to  fit  his  or  her  own  tutoring 
needs.  Written  for  the  uiiexpaudcd  VIC,  versions  also 
arc  included  for  the  Commodore  64,  Atari,  TI-99/4A, 
Color  Computer,  Apple,  IBM  PC,  and  PCjr. 


"Snertle"  is  designed  to  help  teacli  cliildren  the 
fundamentals  of  addition,  subtraction,  and  multi- 
plication. A  turtle  named  Snertle  is  drawn  on  the 
screen  to  give  encouragement  and  assistance  to 
the  player. 

An  Individual  Challenge 

Snertle  allows  children  to  tailor  math  problems  to 
fit  their  individual  abilities  and  weaknesses. 
Snertle  first  asks  the  child  to  select  addition,  sub- 
traction, or  multiplication  problems.  If  addition  or 
subtraction  is  selected,  the  child  is  then  asked  to 
choose  the  largest  and  smallest  numbers  to  be 
used  in  creating  the  problems.  The  largest  number 
that  can  be  chosen  is  99  and  the  smallest  number 
is  zero. 

If  multiplication  is  chosen,  the  child  can  de- 
cide to  practice  a  certain  "times  table,"  or  solve 
problems  created  randomly  from  0  through  the  14 
times  table. 

For  example,  if  the  12  times  table  is  selected, 
then  one  number  in  each  question  created  will 
always  be  12.  The  other  number  will  be  randomly 
selected  from  the  range  0-14. 

If  the  child  chooses  to  attempt  random  multi- 
plication problems,  he  or  she  must  define  the 
range  of  numbers  (within  the  limits  of  0  and  14) 
from  which  the  problems  can  be  created,  similar 

68    COMPint!    May  1984 


to  the  process  for  random  addition  or  subtraction 
problems. 

Creating  The  Screen 

In  Program  1,  once  the  nccessarv  information  is 
entered,  the  turtle's  image  is  POKEd  onto  the 
screen.  The  two  numbers  used  in  the  problem  are 
chosen  in  lines  305,  315,  and  1070.  The  numbers 
are  then  displayed  on  the  screen,  each  digit  being 
four  regular  characters  high  and  three  wide.  The 
large  character  set  is  created  in  a  series  of  sub- 
routines in  lines  500-990. 

The  larger  number  is  always  displayed  above 
the  smaller  number  to  avoid  negative  answers  to 
subtraction  problems.  The  appropriate  sign  for 
addition,  subtraction,  or  multiplication  is  drawn 
on  the  screen  by  a  subroutine  beginning  at  line 
6000.  Next,  a  horizontal  line  is  drawn  under  the 
numbers. 

Line  394  contains  a  FOR-NEXT  loop  that 
clears  the  keyboard  buffer.  This  prevents  the  child 
from  accidentally  entering  data  while  the  turtle 
and  the  problem  are  being  put  on  the  screen. 

Another  FOR-NEXT  loop  in  lines  395^20 
enters  the  user's  response  to  the  problem.  Because 
a  GET  statement  is  used,  the  RETURN  key  does 
not  have  to  be  pressed  when  entering  the  re- 
sponse. An  arrow  will  appear  at  the  bottom  of  the 
screen  to  prompt  for  each  digit  of  the  response. 

The  Turtle  Smiles 

Once  the  response  is  entered,  Snertle  checks  it 
against  the  correct  answer.  If  the  child's  response 
is  correct  the  turtle  will  smile,  GOOD!  will  appear 
on  its  shell,  and  a  high  beep  will  sound.  If  the 


\A 


4W 


fe^SlPl. 


'^ 


NA/lTI-l  NIGI-IT  AAISSION 


iJI>:i:? 


Ti^ 


^m-^.'t 


You  deserve  the  best.  You've  earned  it  Now  reward  yourself  with  a  session  of  Night  Mission  PINBALL, 
the  most  realistic  and  challenging  arcade  simuiation  ever  conceived!  ■  Stunning  graphics  and  dazzling 
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']mt .  )^t      ball  and  multi-player  capabilities,  ten  different  professionally  designed  levels  of  play, 
^ '  *4  T*?      ^"^^  *"  editor  that  lets  you  create  your  own  custom  modes.  ■  So  take  a  breait  with 
"alt      Night  Mission  PINBALL  from  SubLOGIC.  Winner  of  E/ec/ron/c  Games  magazine's 
:..m  i  I      1983  Arcade  Award  for  Best  Computer  AudloA/isual  Effects. 


t^'iWfsk?':' 


s^^'''^M^iX^%)^A'' 


^Mk 


See  your  dealer . .  I 

or  write  or  call  for  more  intormation.  For  direct  Ofdars  please  add  $1 .50  lor 
shipping  and  specify  UPS  or  first  class  mail  delivery.  Illinois  residents  add  S% 
sales  tax.  American  Express,  Diner's  Club,  MasterCard,  and  Visa  accepted. 

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Channpaign  IL  61820 

(217)  359-8482  Telex:  206995 


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't4vy'feri.V^^^■y 


response  is  incorrect,  Snertle  the  turtle's  head 
will  disappear  into  his  shell  and  the  message  TRY 
AGAIN  will  appear  on  his  side. 

The  user  will  be  given  a  second  chance.  If  the 
new  response  is  correct,  Snertle  will  poke  his  head 
out  from  his  shell.  If  the  answer  is  again  incorrect, 
the  correct  answer  will  be  displayed  on  the 
screen. 

The  progrann  will  keep  producing  problems 
until  the  X  key  is  pressed  in  response  to  a  problem. 
The  percentage  of  correctly  answered  questions  is 
then  calculated  in  line  410,  and  displayed.  This 
percentage  only  includes  problems  answered 
correctly  on  the  first  attempt.  Snertle  then  returns 
to  the  menu  where  the  child  may  END  the  pro- 
gram or  select  more  problems. 

Program  1  uses  all  but  84  bytes  of  the  unex- 
panded  VIC's  memory. 


A  subtraction  problem — "Snerlle"  for  VIC.  Other  versions 
similar. 


Program  1:  Snertie  For  vie 

Refer  to  the  "Automatic  Proofreader"  article  before  fyping  this 
program  in. 

100  A5=CHR$(147) :B$=CHR$(17) :C$=CHR$(29) : 
D$=CHR${18) iE$=CHR$ (146) : Y=160 :LL=368 
76  ;rem  62 

110  PRINTA$SPC{5)B$B$"**SNERTLE**":POKELL 

+2,15 

PRINTB$B$B5B$C$C$  D? "SELECT 


120 

130 
140 
150 
155 
160 

1B5 
187 
188 
190 

200 

230 

240 

263 

265 
270 
275 

301 

305 
310 
315 
320 
325 
330 
335 
337 
340 
345 
346 
350 
355 


PRINTB$"1) 
PRINTB$"2) 
PRINTB$"3) 

PRINTB$"4) 


ADDITION" 
SUBTRACTION" 
MULTIPLICATION" 
END  PROGRAM" 
OR 


PRINTS? "(ENTER  1,2,3 

FQ>4ORQ<0THEN160 

C=14 : IFQ=10RQ=2THENC=99 

IFQ=3THEN1000 

IFQ=4THENEND 

PRINTA$B$B$" ENTER  LARGEST 


4)"; 


irem  181 

0NE:"E? 

trem  119 

:rem  113 

:rem  117 

:rem  87 

:rem  30 

!INPUTQ:I 

:rem  102 

:rem  141 

;rem  224 

;rein  248 

VALUE " 

:rem  169 
PRINT" (MIN.:0  MAX. : " ;C; " ) " ; :INPUTR:IF 
R<0ORR>CTHEN200  :rem  142 

PRINTB$B$"ENTER  SMALLEST  VALUE" 

:rem  146 
PRINT" (MIN.S0  MAX.:"rRr")"; : INPUTS; IF 
S<0ORS>RTHEN240  : rem  183 

PRINTA$B$" PRESS  "D$"X"E$"  RETURN  TO  M 
ENU":FORI=1TO750:NEXTI  : rem  6 

FRINTA?  :rem  143 

Z=0:ZZ=0:GOSUB2000  : rem  55 

GOSUB1100 : GOSUBl 170 : GOSUB1230 : G0SUB12 


60 

TR=0:ZZ=ZZ+1 

L=INT ( RND ( 1 ) * ( R-S+1 ) ) +S 

IFQ=3ANDT=1THEN3  20 

K=INT ( RND ( 1 ) * ( R-S+1 ) ) +S 

F$=STR5(K) :W=0 

IFK<LTHENW=110 

GOSUB3000 

W=110 

IFL>KTHENW=0 

F$=STR$(L) 

GOSUB3000 

ONQGOSUB6000 , 6000 , 6004 

IFQ=1THENM=K+L 

IFQ=2 ANDK  >  =LTHENM=K-L 


;rem  102 
; rem  226 
:rem  234 

! rem  51 
:rem  234 
:rem  243 

:rem  81 
; rem  217 
:rem 
:  rem 
;  rem 
:rem 
:  rem 

:  rem 


193 
244 
248 
223 
185 
97 


:rem  78 


360  IFQ=2ANDK<LTHENM=L-K  :  rem  11 

365  IFQ=3THENM=K*L  : rem  104 

380  GOSUB740:MM=1  :IFM>-9THENMM=2  :  rem  189 
385  IFM>99THENMM=3  :rem  101 

390  GOSUB740  ;rem  183 

393  V=0:GOSUB1100  : rem  222 

394  FORI=631TO640:POKEI,0!NEXTI   : rem  180 

395  FORJ=0  TO  MM-1  : rem  218 
397  POKE8177-(4*J),30  ; rem  94 
400  GETH?  :rera  224 
405  IFH$=""THEN400  : rem  216 
407  IFH$="X"ANDZZ=1THENI00  : rem  36 
410  IFH$="X"THENPRINTA$"PERCENTAGE; "; INT( 

Z/{ZZ-1)*100) :GOTO120  : rem  10 

412  FORO=8164T08168:POKEO,32:NEXTO 

1 1?  s  m  1 0  ^4 
415  P=VALCH$)  :rem  199 

420  V=V+(P*10TJ) :X=ail0-(4*J) !GOSUB480:NE 

XTJ  : rem  86 

450  IFM=VTHEN470  : rem  210 

451  POKELL, 160:FORI=1TO500:NEXTI:POKELL,0 

;rem  83 

452  FORI=8098TO8186:POKEI , 32:NEXTI:rem  96 
456  IFTR=1THEN460  : rem  11 
458  TR=1:GOSUB1500:GOSUB770:GOTO393 

: rem  159 

460  M$=STR$(M)  : rem  3 

461  F0RI=1T022-MM:READA:NEXTI      : rem  96 

462  F0R00=1T0MM  : rem  204 

464  p=VAL(MID$(M$, (00+1), 1) )      :rem  24  3 

465  READX:GOSUB480:NEXTOO: RESTORE: rem  2  22 

470  GOSUB1230 : IFTR=0THENGOSUB2500 :GOSUB75 
5:Z=Z+ltGOSUB6500  : rem  154 

471  GOSUB2225;GOTO301  : rem  238 
480  IFP=0THENGOSUB720  : rem  48 
485  ONPGOSUB  500,525,555,585,610,633,660, 

680, 700: RETURN  : rem  254 

500  FORI=0TO66STEP22 : POKEX+I  +  1 , Y tNEXTI : RE 

TURN  : rem  211 

525  GOSUB990:GOSUB980:POKEX+44,Y:GOSUB970 

: RETURN  :rem  102 

55  5  GOSUBg90:GOSUB980:POKEX+46,YsGOSUB970 

: RETURN  ; rem  107 

585  P0KEX,Y:P0KEX+22, 160  :rem  193 

595  F0RI=44T046:P0KEI+X,Y:NEXTI  : rem  1 
600  POKEX+23,118:POKEX+67,118:RETURN 

:rem  172 
610  GOSUB990  :rem  185 


90    COMPUTf!    Moy1984 


620  POKEX+22 , Y : POKEX+23 , 98 : POKEX+24 , 98 : PO 
KEX+46,Y:GOSUB970: RETURN       : rem  95 
633  GOSUB990  :rein  190 

640  POKEX+22, Y: POKEX+23, 98: POKEX+24, 98  . 

:rein  18 
645  POKEX+44 , Y : POKEX+46 , Y : GOSUB970  t RETURN 

:rein  141 
660  GOSUB990  : rem  190 

670  POKEX+24 , Y : POKEX+45 , Y : POKEX+46 , 97 : POK 
EX+67,Y; RETURN  : rem  254 

680  GOSUB525  : rem  186 

690  POKEX+22, Y: POKEX+46, Y: RETURN  : rem  47 
700  GOSUB680: POKEX+44, 32: RETURN  ;rem  180 
720  GOSUB680: POKEX+23, 32: RETURN  : rem  179 
740  FORI=8080TO8093 : POKEI , 64 :NEXTI : RETURN 

;rem  115 

755  POKE77  53,7:POKE7754,15:POKE7755,15:PO 

KE7756,4:POKE7757, 33  :rem  37 

760  POKE7753 , 7 : POKE77  54 , 15 : POKE7755 , 15 ; PO 

KE7756,4:POKE7757,33:RETURN    :rem  59 

770  POKE77  32,20:POKE7  733,18:POKE7734,25 

:rem  209 
780  POKE7  753, 1 : POKE7754, 7 : POKE7755 , 1 : POKE 
7756,9:POKE7757,14:POKE7758,33 

:rem  147 

785  FORI=1TO750:NEXTI: RETURN       : rem  93 

960  FORI=0TO66STEP22:POKE  I+X, 160 :NEXT1 :R 

ETURN  irem  191 

970  FORI=0TO2:POKEI+66+X, 160 :NEXTI : RETURN 

: rem  125 
980  POKEX+22 , 98 : POKEX+23 , 98 : POKEX+24 , 160 : 
RETURN  :rem  113 

990  FORI=0TO2:POKEX+I, 160 :NEXTI ; RETURN 

:rem  232 
1000  PRINTA$B$B$SPC(2)"D0  YOU  WISH  TOt" 

:rem  212 
1010  PRINTB9SPC(3)"1)  PRACTICE  TIMES" 

:rem  138 
1015  PRINT"TABLES"  : rem  83 

1020  PRINTB$SPC(3)"2)  .RANDOM  NUMBERS" 

! rem  156 

1030  PRINT"(ENTER  1  OR  2 ) " ; :INPUTT;IFT<0O 

RT>2THEN1030  ; rem  162 

1050  IFT=2THENGOTO190  : rem  26 

1060  PRINTA$B$B$SPC(2)"ENTER  TIMES  TABLE" 

: rem  154 
1070  PRINTB$SPC(3)"(1-14)"; : INPUTK : IFK<10 
RK>14THEN1070  : rem  212 

1090  S=0:R^14:GOTO263  : rem  198 

1100  FORI=7702TO7790STEP22  : rem  25 
1110  READA:READB  : rem  184 

1120  FORJ=lTOB  :rem  72 

1130  POKE  (I+A+J),102  :rem  46 

1140  NEXTJ:NEXTI: RESTORE: RETURN  irem  13  7 
1170  F0RI=1T011  :rem  108 

1180  POKE(7815+I),120  ;rem  82 

1190  NEXTI  :rem  83 

1200  POKE7793,74  :rem  99 

1210  RETURN  :rem  164 

1230  FORI=1TO10:READA:NEXTI  :rem  193 
1232  FORI=7724T07768STEP  22        : rem  40 

1234  FORJ=15T017  :rem  169 

1235  READA;P0KEI+J,A:NEXTJ:NEXT1 ;RESTORE: 


RETURN 
1260    FORI=lT02 


;rem  185 
; rem  60 


12  70  POKE7817+I,Y:POKE7821+I,Y:NEXTI 

:rem  191 


1500 
1510 

2000 
2001 
2003 

2225 

2500 
3000 
3015 
3020 
3025 
3030 
3035 
3040 
3045 
3050 
5000 


6000 

6002 

6003 
6004 

6500 


F0Rl=7724TO7768STEP  22  : rem  38 
FORJ=l 5T01 7 : POKEI +J , 32 : NEXTJ : NEXTI : R 
ETURN  :rem  253 

FORI=38400TO38575  :rem  221 

POKEI , 5 : NEXTI  : rem  94 

POKE38482,6:FORI=38576TO38905:POKEI, 
1+Q:NEXTI: RETURN  : rem  38 

FORI=7878T08185 : POKEI, 32 :NEXTI;RETUR 


N 


:rem  174 
: rem  171 

: rem  81 
: rem  254 

: rem  10 
:rem  170 
:rem  251 

irem  21 
:rem  253 

: rem  17 
: rem  168 


POKE7785 , 202 : RETURN 

IFLEN ( F$ ) >  2THEN3030 

P=VAL(MID?(F5,2,1) ) 

X=7B90+W; GOSUB480 

RETURN 

P=VAL{MID$(F$,2,1)) 

X=78B6+W:GOSUB480 

P=VAL(M1D$(F$,3,1) ) 

X=7890+V;:GOSUB  480 

RETURN 

DATA  6, 5, 5, 7, 4, 9, 3, 11, 3, 11, 23 3, 160,1 

60, 160, 108, 160, 160, 160, 160,8102, 8106 

,8110  :rem  159 

POKE8015,Y:POKE8036,Y:POKE8037,Y:POK 

E8038,Y:POKE8059,Y  :rem  76 

IFQ=2THENPOKE8015,32:POKE8059,32 

:rem  164 
RETURN  :rem  169 

POKE8014,Y:POKE8016,Y;POKE8037,Y:POK 
E805B,Y:POKE80G0,Y: RETURN  : rem  97 
POKELL, 207 :FORI=1TO150:NEXTI :POKELL, 
215 :FORI=lT0175 : NEXTI : POKELL, 0 : RETUR 
N  :rem  64 


1300  F0RI=1T03 
1310  POKE7839+I,Y 
1320  POKE7843+I,Y 
1330  NEXTI: RETURN 


: rem  56 
:rem  200 
: rem  196 
:rem  105 


Subtraction,  64  version  of  "Snertle."  Other  versions  similar. 


Program  2:  Snertle  For  Commodore  64 

Refer  to  the  "Automatic  Proofreader"  article  before  typing  ttiis 
program  in. 

90  FOR  1=54272  TO  54296; POKEI , 0:NEXTI 

:rem  87 
100  A$=CHR$(147) ;B?=CHR$(17) :C?=CHR$(29) : 

D9=CHR$(18) :E?=CHR$(146) :Y=160:rem  33 
105  LL=54272 : POKELL+5 , 1 : POKELL+6 , 241 : POKE 

LL+24,15  :rem  118 

110  PRINTA$SPC ( 15 )B$B$ "**SNERTLE**" : POKES 

3281,1  :rem  191 

120  PRINTTAB(13)B5B$B$B$C$C$  D$ "SELECT  ON 

E: "E?  :rem  3 

130  PRINTTAB{13)B$"1)  ADDITION"   : rem  253 


MavWS'l     COMPUTE!     91 


140  PRINTTAB(13)B$"2)  SUBTRACTION"  : rem  1 
150  PRINTTAB(13)B$"3)  MULTIPLICATIOlSf" 

:rem  227 
155  PRINTTAB(X3)B$"4)  END  PROGRAM" 

; rem  170 

160  PRINT" {HOME} {16  DOWN} "TAB ( 13 )B? " ( ENTE 

R  1,2,3  OR  4)";:INPUT0        : rem  169 

170  IFQ>4ORQ<1THEN160  : rem  15 

185  C=14:IFQ=10RQ=2THENC=99       : rem  141 

187  IFQ=3THEN1000  : rem  224 

188  IFQ=4THENPRINT"{CLR}":END  : rem  150 
190  PRINTA$B$B$TAB( 10) "ENTER  LARGEST  VALU 

E"  :rem  50 

200  PRINT" {home} {3  DOWN} "TAB ( 10) " (MIN . : 1 

(space} MAX.: " jC;")"; : INPUTR: IFR<10RR> 

CTHEN200  :rem  163 

230  PRINTB$BSTAB( 10) "ENTER  SMALLEST  VALUE 

:rem  27 

240  PRINT" {HOME) {8  DOWN} "TAB ( 10) " ( MIN . ; 0 

{space} MAX. : " rRr ") "; : INPUTS :IFS<0ORS> 

RTHEN240  :rem  31 

263  PRINTA$B$B$B5B$B$B$TAB(8) "PRESS  "D$"X 

"E5"  RETURN  TO  MENU" : FORI=1TO1500 :NEX 

T  ; rem  69 

265  PRINTAS  :rem  143 

270  Z=0:ZZ=0:GOSUB2000  : rem  55 

275  GOSUB1100:GOSUBH70:GOSUB1230:GOSUB12 

60  :rem  102 

301  TR=0:ZZ=ZZ+1  :rem  226 

305  L=INT(RND(1)*(R-S+1))+S       : rem  234 

310  IFQ=3ANDT=1THEN320  : rem  61 

315  K=INT(RND(1)*(R-S+1) )+S       : rem  234 

320  F$=STR5(K) tW=0  : rem  243 

325  IFK<LANDQ=2  THEN305  : rem  86 

330  W=5 :GOSUB3000  :rem  220 

337  IPL>KTHENW=0  :rem  244 

340  F$=STR?{L)  :rem  248 

345  W=205:GOSUB3000  : rem  68 

346  ONQGOSUB6000, 6000, 6004  : rem  185 
350  IFQ=1THENM=K+L  : rem  97 
355  IFQ=2ANDK>=LTHENM=K-L  : rem  78 
360  IFQ=2ANDK<LTHENM=L-K  s rem  11 
365  IFQ=3THENM=K*L  : rem  104 
380  GOSUB740:MM=1 :IFM>9THENMM=2  : rem  189 
385  IFM>99THENMM=3  :rem  101 
390  GOSUB740                       : rem  183 

393  V=0:GOSUB113B  :rem  222 

394  FORI=631TO640:POKEI,0:NEXTI   : rem  180 

395  FORJ=0  TO  MM-1  : rem  218 
397  POKE1802-(4*J) , 30  : rem  82 
400  GETH$  :rem  224 
405  IFH$=""THEN400  : rem  216 
407  IFH$="X"ANDZZ=1THEN100         : rem  36 

410  IFH$="X"THENPRINTA$BSB5SPC(13)"PERCEN 
TAGE: "rINT(Z/(ZZ-l}*100) :GOTO120 

: rem  113 

411  IF  H5<>"0"AND  VAL(H$)=0  THEN  400 

:rem  34 

412  FORO=1984TO2023:POKEO,32:NEXTO:rem  91 
415  P=VAL(H$)  :rem  199 
420  V=V+(P*10tJ) :X=180I-{4*J) :GOSUB4B0:NE 

XTJ  :  rem  86 

450  IFM=VTHEN470  s rem  210 

451  GOSUB  6600  : rem  230 

452  FORI=1792T01943:POKEI,32!NEXTI;rera  84 
456  IFTR=1THEN:GOTO460  : rem  126 
458  TR=1:GOSUB1500:GOSUB770:GOTO39  3 

:rem  159 

460  M$=STR5CM)  :rem  3 

461  F0RI=1T025-MM:READA:NEXTI      ; rem  99 

462  F0R00=1T0MM  : rem  204 


464 
465 
470 

471 
480 
485 

500 

525 

555 

585 
595 
600 

610 
620 

633 

640 

645 

660 
670 

680 
690 
700 
720 
740 

755 

760 

770 

780 

785 
960 

970 

980 

990 

1000 

1010 

1020 

1030 

1040 
1050 
1060 

1070 


P=VAL(MID5 (M$, (OO+l) , 1 ) )  trem  243 
READX:GOSUB480:NEXTOO: RESTORE: rem  222 
GOSUB1230:IFTR=0THENGOSUB2500:GOSUB75 
5 :Z=Z+1:GOSUB6500  ; rem  154 

GOSUB2225tGOTO301  : rem  238 

IFP=0THENGOSUB720  : rem  48 

ONPGOSUB  500, 52  5,555,585,610,633,660, 
680, 700: RETURN  : rem  254 

FORI=0TO120STEP40 ; POKEX+I+1 , Y :NEXTI ; R 


ETURN  :rem  250 

GOSUB990:GOSUB980:POKEX+80,Y:GOSUB970 
: RETURN  : rem  102 

GOSUB990 :GOSUB980 : POKEX+82 , Y :GOSUB970 
: RETURN  : rem  107 

POKEX,Y:POKEX+40, 160  : rem  193 

FORI=80TO82:POKEI+X,Y:NEXTI  : rem  1 
FORI=lT02 : POKEX+I ,118; POKEX+40+I , 118 : 
POKEX+1 20+1, 118: RETURN  : rem  97 
GOSUB990  :rem  185 

POKEX+40 , Y : POKEX+41 , 98 : POKEX+42 , 98 : PO 
KEX+82,Y:GOSUB9 70; RETURN  : rem  95 
GOSUB990  ;rera  190 

POKEX+40 , Y : POKEX+41 , 98 : POKEX+42 , 98 

: rem  18 
POKEX+80 , Y : POKEX+82 , Y 


GOSUB970 : RETURN 
:rem  141 
: rem  190 

POKEX+82, 97 :POK 
: rem  37 


GOSUB990 

POKEX+42 , Y ; POKEX+81 ,  Y 
EX+ 1 2 1,Y: RETURN 

GOSUB525  :rem  186 

POKEX+40, Y: POKEX+82, Y: RETURN  ; rem  47 
GOSUB680; POKEX+80, 32: RETURN  : rem  180 
GOSUB680: POKEX+41, 32: RETURN  : rem  179 
FORI=1748T01763 : POKEI , 64 :NEXTI : RETURN 

; rem  116 
POKE1151,7:POKE1152,15:POKE1153,15:PO 
KE1154,4:P0KE1155,33  : rem  223 

POKEI 15 1,7: POKEI 152, 15:POKE1153,  15:PO 
KE1154,4:P0KE1155, 33:RETURN  : rem  245 
POKEI 112, 20: POKEI 113, 18 : POKEI 114,  25 

: rem  157 
POKEll 51,1: POKEI 152, 7: POKEI 153,1: POKE 
11 54, 9: POKEI 15 5, 14: POKEI 156, 33; rem  63 
FORI=1TO250:NEXTI:RETURN  : rem  88 
FORI=0TO120STEP40:POKE  I+X, 160 ;NEXTI : 
RETURN  ;rem  2  30 

FORI=0TO2:POKEI+120+X,160:NEXTI:RETUR 
N  : rem  164 

POKEX+40 , 98 : POKEX+41 , 98 : PDKEX+42 , 160 : 
RETURN  : rem  113 

FORI=0TO2 : POKEX+I , 160 :NEXTI ; RETURN 

I  rem  232 
PRINTA$B$B5SPC(11)"D0  YOU  WISH  TO;" 

;rem  4 
PRINTB5SPC(H)"1)  PRACTICE  TIMES  TAB 
LES"  :rem  116 

PRINTB$SPC(11)"2)  RANDOM  NUMBERS" 

;rem  203 
PRINT" {HOME} {7  DOWN) "B$SPC ( 11 ) "(ENTE 
R  1  OR  2)";:INPUTT  : rem  142 

IFT<1ORT>2THEN1030  : rem  109 

IFT=2THENGOTO190  : rem  26 

PRINTA$B$B$SPC( 11) "ENTER  TIMES  TABLE 

:rem  202 
PRINT" {HOME} {3  DOWN} "B$SPC ( 11 )"( 1-14 
) "; ;INPUTK:IFK<1ORK>14THEN1070 

:rem  141 
1090  S=0:R=14:GOTO263  : rem  198 

1100  FORI=1064TO1224STEP40  : rem  6 

1110  READA;READB  : rem  184 

1120  F0RJ=1T0B*2-1  : rem  2 


92    COMPUni     May  1984 


'BEAT  TO  QUARTERS!  RUN  OUT  THE 
GUNS,  AND  CLEAR  FOR  ACTIONF' 


These  urgent  commands  of  the  18th- 
century  captain  are  now  yours  to  issue  as 
you  re-enact  legendary  naval  engagements 
from  the  age  of  fighting  sail 

BROADSIDES"  —  a  new  game  from 
SSI  —  gives  you  non-stop  naval  action,  as 
fast  and  demanding  as  the  histotical  battles 
it  re-creates. 

In  this  two- player/ solitaire  simulation, 
the  ships  will  be  rigged,  manned,  and  armed 
just  like  the  real  ships  were,  and  will  handle 
in  the  wind  just  as  real  ships  sailed. 

For  speed  of  play,  the  ARCADE  game 
lets  you  sail  right  into  action.  You  set  your 
course,  maneuver  and  fire  broadsides  as  fast 
as  your  crew  can  reload. 

For  authenticity  and  his- 
torical detail,  the  TAC- 
TICAL game  puts  you 
on  the  quarter-deck.  There,  you' 
make  tlie  decisions  real  captains  had  to 
make:  How  much  sail?  What  course  for 
best  speed?  Aim  your  guns  for  the 
rigging  or  waterline?  What  range? 
Load  with  solid  shot  or  grape  shot? 


NOW  ALSO  ON  48K  DISK  FOR 


When  the  ships  move  within  grappling 
range,  your  boarding  parties  and  sharp- 
shooters will  decide  the  battle.  As  you 
watch  the  fighting  on  your  screen,  you'll 
give  orders  for  your  saber-wielding  men  to 
thrust,  counter-thrust  or  hack  away. 

If  you  want  to  design  your  own  ships, 
BROADSIDES  lets  you  build  frigates  and 
ships-of-thc-line  from  die  keel  up,  rigging 
them,  manning  them,  and  arming  them 
with  everything  from  12-pounders  to  hull- 
smashing  carronades. 

The  cnemy'i  guns  have  been  roiled  out,  his 
sharpikooters  are  in  his  iop\  and  he's  almost 
within  range.  The  battle  is  about 

to  begin. 


MBj 

«k 

y.Ji'A'h:f-^ll 

V 

■      lUEri  roET 
e,.«    o..« 

^^MCEB^ 

53 

pk:  ^ 

imn   Il66trn*til  imrt  tt?Z     I  : 


^^zyiPfeyg 


GAMES  FROM  SSh 

It  there  .ire  no  convenient  stores  near  you.  VISA  &  Mastercard  hulJ-  check  tn:  Strategic  Simulations  Inc,  883  Stierlin  Ro.id,  Bldg.  A-20l>, 

•  can  order  direct  by  calling 800-227- 161 7,  ext  335  (toll  free).  Moiint.im  View,  CA^>404V  Please  sfvcitS' computer  tonnat  and  include 

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WRITE  FOR  A  FREE  COLOR  CATALOG  OF  ALL  OUR  GAMES. 

AR!  isarcfiisTCTCil  rTadomarkorAwn.  liw.  '  APPLE  ts  a  rcfivsrcreJ  rnidrmiirk  ol  Apple  Computer  Inc 


ATARI  isarcfiifiTCTCil  rTadomarkolAwn,  liic. 


1130  POKE  (I+A+J),102  :rem  46 

1140  NEXTJiNEXTI: RESTORE; RETURN   srem  137 
1170  F0RI=1T021  :rem  109 

1180  POKE (1267+1), 120  ;rem  77 

1190  NEXTI  :rem  83 

1200  POKE1227,74  : rem  85 

1210  RETURN  :rem  164 

12  30  FORI=1TO10:READA:NEXTI       : rem  193 
1232  FORI=1104TOlia4STEP  40        : rem  12 

1234  FORJ=25T028  : rem  172 

1235  READA : POKEI+J , A : NEXT J : NEXTI t RESTORE : 
RETURN  :rem  185 

1260  F0RI=lTO3  :rem  61 

1270  POKE1271+I,Y:POKE1230+I,Y: NEXTI 

:rem  172 
1300  F0RI=1T04  :reni  57 

1310  P0KE1311+I,Y  :rem  179 

1320  POKE1320+I,Y  : rem  180 

1330  NEXTI: RETURN  jrem  105 

1500  FORI=1064  TO  1224STEP  40      : rem  10 
1510  FORJ=25T028:POKEI+J, 32;NEXTJ!NEXTI :R 
ETURN  : rem  0 

2000  FORI=55296T055615  srem  227 

2001  P0KEI,5:NEXTI  : rem  94 
2003  POKE5  5442,6:FORI=55616T0562  56:POKEI, 

1+Q:NEXTI; RETURN  : rem  26 

2225  FORI=1384TO2023 :POKEI , 32 :NEXTI :RETUR 

N  :rem  145 

2500  POKE1212,202:RETURN  : rem  150 

2600  F0RI=1T024: POKELL+I , 0 :NEXTI : POKELL+5 

, 240:POKELL+6, 72:POKEV, 72;RETURN 

jrem  138 
3000  IPLEN(F$)>2THEN3030  :rem  81 

3015  P=VAL{MID$(F?,2,1)}  : rem  254 

3020  X=1396+W:GOSUB480  : rem  5 

3025  RETURN  ; rem  170 

3030  P=VAL{MID$(F$,2,1))  : rem  251 

3035  X=1392+W:GOSUB4a0  : rem  7 

3040  P=VAL(MID$(F$,3,1))  : rem  253 

3045  X=1396+V7:GOSUB  480  :rem  12 

3050  RETURN  : rem  168 

5000  DATA  6,5,5,7,4,9,3,11,3,11,233,160,1 

60,160,160,108,160,160       ; rem  244 
5010  DATA  160,160,160,160,1793,1797,1801 

:  rem  186 
6000  POKE1631,Y:POKE1670,Y:POKE1671,Y:POK 

E1672,Y:POKE1711,Y  : rem  52 

6002  IFQ=2THENPOKE1631 , 32 ; P0KE1711 , 32 

;rem  149 

6003  RETURN  :  rem  169 

6004  POKE16  30,Y:POKE1632,Y:POKE1671,Y:POK 
E1710,Y:POKE1712,Y:RETURN     ; rem  73 

6500  POKE  LL+4,33:POKELL+l,21;POKELL,31:F 
ORI=1TO200 : NEXTI : POKELL+1 , 25 : POKELL , 
30  :rem  79 

6510  FORI=1TO600 ; NEXTI : POKELL+4 , 32 : FORr=l 
TO1000 : NEXTI : POKELL+4 , 8 : RETURN 

srem  50 

6600  POKE  LL+4,33:POKELL+l, 10sPOKELL,143: 
FORI  =  1TO150«( : NEXTI  :  POKELL+4,  32 

:rem  39 

6610  FOR  I=1TO1000: NEXTI: POKELL+4, 8 :RETUR 
N  ;rem  111 

Program  3:  Snertle  For  Atari 

Refer  to  the  "Automatic  Proofreader"  article  before  typing  this 
program  in. 

HE  90     DIM    F*(4)  ,ri«  (3)  :DPEN    «1,4,0,"K:" 
111100    GRAPHICS     ITiSETCOLDR    0,12,10 
KN110    POSITION    3,li?    #6{  "*«SNERTLE««" 


The  final  digit  is  just  beginning  to  appear  onscreen,  Atari 
version  of  "Snertle."  Other  versions  similar. 


HI  120 
JG  130 
JN  140 

KH  150 

EH  160 

P«  170 

DP  185 

DA  187 

PI  188 
OP  190 

Kn  200 

BL  203 

JA  205 
IL  210 

EG  21  1 

ff  212 

DC  215 

Bi  220 

HN  230 

LO  240 
HE  242 

JE  244 

JN  250 

EN  251 

11  25  2 
16  253 

QIC  263 


NP  270 
DD  275 

DC  301 
DK  305 


3,4:7 
3,7i? 
3,9:  ? 


POSITION 
POSITION 
POSITION 
ON" 

POSITION 
CAT  I  ON- 
POSITION 
RAM" 

POSITION 
,3  OR  4) "; :GET 
Q>52  THEN  170 
Q=Q-4a;C=14: IF 
C  =  99 

IF  Q=3  THEN 
IF  Q=4  THEN 
GRAPHICS  17 
ENTER  LARGEST 
?  #6; "MIN. : 1 


#6; "SELECT  ONE: " 
*A.;"1)  ADDITION" 
#6  J  "2)  SUBTRACT  I 


3,11:?  «6;"3)  MULTIPLI 
3,13:7  #6; "4)  END  PROG 


1,17s?  «  6 ;  "  ( 


ENTER 
#1 ,Qs IF  Q<49 


1,2 

OR 


0=1  OR  a=2  THEN 


1000 

END 

POSITION 

VALUE" 

MAX. : ";C; 


0,3: 


tt6: 


»1,R:IF  R<4a  OR  R>57  THEN  2 


RR>S7)  A 


R>C 


■ENTER  SMALL 


S>57 


THEN  2 


BET 

03 

?  #6;R-48; 

GET  «1,RR:IF  (RR<4a  OR 

ND  (RR0155)  THEN  210 

IF  RR=15S  THEN  215 

7  #6;RR-4B 

IF  RR=155  THEN  RR=R:R=48 

R=10» (R-48) +RR-4B; IF  R< 1  OR 

THEN  PRINT  #6: GOTO  200 
POSITION  0, 14: 7  #6; ' 
EST  VALUE" 
7  #6; "MIN. : 0   MAX. : ' 
GET  #1 , S: IF  S<4B  OR 
42 

?  #6;S-4e; 
GET  «1,SS,:IF  (SS<4a 
ND  (SS0155)  THEN  250 
IF  SS=155  THEN  SS=S:S=4a; 
53 

7  *6;SS-4B 
S=10« <S-48) +55-48: IF  S<0 

THEN  PRINT  #6: GOTO  240 
GRAPHICS  17:P0SITI0N  2,8: 
ENTER  X  TO  RETURN" : POSIT  ION  6,1 
0:?  #6; "TO  MENU":FOR  1=1  TO  500 
iNEXT  I:?  "•CCLEAR>" 
Z=0: 2Z=0:GRAPHICS  5:P0KE  752,1 
G05UB  1100:GaSUB  1170sGOSUB  123 
0 

TR  =  0t  ZZ  =  ZZ  +  1 
L=INT(RND( 1) » (R-S+l> ) +S 


OR  SS>58)  A 


GOTO  2 


OR  S>R 


«6; 


94    COMPUTE!    May  1984 


Both  tractor  & 
friction  feed  are 
standard. 


Mix  &  match  more 
than  40  st5tTware 
selectable  t>pe 
styles. 


Prints  a  crisp 
origjna!,  plusupto 
three  copies. 


Bit  image  graphics 
add  to  I,egend's 
\ersatilit%: 


Centronicsp^ 
interface  standard; 
RS232C  optional. 


matrix  in  two  mcxicl.s: 
80  &  100  cps. 


""Newsciuare~ai»f 
technolog\-  Ibr 
higher  rest)lutlon 
&  near  letter- quaiitj' 
print  (Model  800)" 


in  comjircssed 
printing  mode. 


Features  like  these  make  our  new  dot  matrix  imi^iact 
printer  a  Legend.  While  a  low  price'  makes  it  a  near 
miracle!  hiiagiiie,  all  this  and  more  for  less  than  1350. 
That  puts  you  into  our  80-cps  Legend  800  model.  And 
if  you're  looking  for  something  even  faster,  kx>k  into 
our  100  cps  Legend  1000. 

See  them  both  at  a  dealer  neiu.-  \'Ou.  Or  drop  us  a 
line  t(^r  fact.s  by  mail:  CAI.-ABCO./ PERIPHERALS  DMSION, 
14722  Oxnard  Street,  Van  Nuys,  CA  91401.  Telephone 
( 818 )  994  0909.  T  )11  free        '     |   mm^^  1%^ 
1-800-321  4484.Telex  662436.      ULiltkl  ill 
Dealer  inquiries  invited.  peripheral  PRODUCTS 

TbU  Free  1-800-321-4484 


Lffii-iid  is  a  rrjdtTOurk  ol<lU..AHCO. 


HJ310     IF     Q=3     AND     T  =  49    THEN     320  DD  6 1 0     PLOT     X-3,W:DRAWTO     X-3,W  +  4:PL0T 

Of.3i5     K=INT  (RND  (  i  )  *  (R-S+1  )  ) +S  X-1,W:PL0T     X,W:PLOT     X-2,W;DRAWT 

CJ  320  F*  =  STR*  (K)  :  W=15  O  X-2,W  +  4:PLOT  X-1,W  +  2:PL0T  X-1 

CD  325  IF  K<L  THEN  W  =  22  ,  W  +  4 

HJ  330  GOSUB  3000  HC  6 1  5  PLOT  X  ,  W  +  2 :  DR  AWTCI  X,W  +  4:RETURN 

JD  335  W  =  22  SL  633  PLOT  X,W:DRAWTO  ):-3,W:PLDT  X  ,  W  + 

CI  337  IF  K<L  THEN  W=15  1:DRAWTD  X -3 ,  W  +  4 :  RETURN 

PI  340  F«  =  STR«(L)  DO  660  GOSUB  720:PLOT  X-2,W  +  2:PL0T  X-1 

KP  34  5  GOSUB  3000  ,  W  +  2:  RETURN 

LL  346  ON  Q  BOSUB  6000,6002,6004  IL  680  PLOT  X-3,  W  +  4 :  DRAWTO  X,W  +  4;DRAWT 

GB 350  IF  Q=l  THEN  M=K+L  D  X,W:DRAWTQ  X-3,W:DRAWTD  X-3,W 

AL  360  IF  Q  =  2  AND  L<K  THEN  M  =  K-L  +2 

ft«  3  62  IF  Q  =  2  AND  K<L  THEN  M  =  L-K  CE  685  DRAWTD  X- 1  ,  W  +  2 :  RETURN 

61365  IF  Q  =  3  THEN  li  =  K*L  OD720  PLOT  X,W:DRAWTO  X  ,  W  +  4 :  DRAWTO  X- 

PH 380  ?  " <CLEAR> ": GOSUB  740:MM=1:IF  M  3,W+4:DRAWT0  X-3,W:DRAWTO  X,W:R 

>9  THEN  MM=2  ETURN 

BF  385  IF  M>99  THEN  MM  =  3  KL740  FOR  1=24  TO  42:PL0T  I,28:NEXT  I 
6C  393  V  =  0  :  RETURN 

W,  395  FOR  J  =  0  TD  MM-1  6H755  ?  "  <  1 2  SPACES>  GOOD ":  RETURN 

t:N  397  PLOT  40-J«6,30  Jt:770  ?  "  <.  1  0     SPACES>TRy  AGA I N ":  RETURN 

6B  400  POKE  764,255:GET  #1,P  |;E1000  GRAPHICS  17:SETC:0LaR  :,12,10:P 
CJ401  IF   (P<>88)   AND   (P<4B  OR  P:S7)   T  OSITION  2,2:?  #6;  "DO  YOU  WISH 

HEN  400  TO: " 

KM  407  IF  P  =  B8  AND  ZZ=1  THEN  100  JB  1 0 1 0  POSITION  2,5:?  «6;"1)  PRACTICE 
DP  408  IF  P  =  BB  AND  TR=1  THEN  ZZ  =  ZZ  +  1  T I MES " : POS I T I  ON  2.6:?  #6;"TAB 

IK410  IF  P  =  88  THEN  GRAPHICS  17:SETC0L  LES" 

DR  0,12,10:?  #6;"    PERCENTAGE="  FH1020  POSITION  2,8:?  «6;"2>  RANDOM  N 
;  INT < Z/  (ZZ-1  )  «100)  : GOTO  120  UMBERS" 

EB415  P  =  P-4B:W  =  30  Btll030  POSITION  2,10:?  #6;"(ENTER  1  0 
H>.  417  COLOR  0:PLOT  40- J  »6 ,  30 :  COLOR  3  R  2  )  " 

JH  420  V  =  V+INT  (  (Pt  10'"J) +0.  1  )  :  X  =  40-6»J:  I1L1040  GET  #1,T:IF  T<49  OR  T>50  THEN 

GOSUB  480:NEXT  J  1040 

HC  450  IF  M  =  V  THEN  470  BE  1050  IF  T  =  50  THEN  190 
AI451  SOUND  2,200,  12,  12:FOR  1  =  1  TO  10 

0:NEXT  I:SDUND  2,0,0,0  ££1060  POSITION  2,12:?  #6;  "ENTER  TIME 
£«  4  52  COLOR  0:FOR  Y  =  30  TO  35:F0R  1=24  S  TABLES"; 

TD  42:PL0T  I,Y:NEXT  I:NEXT  Y:C  Bl,1065  K  =  0:P  =  0:?  #6;"    (1-14)   "; 

DLOR  3  nK1070  SET  #1,Z:IF   {Z<48  OR  Z>57>   AND 
IF  TR=1  THEN  460  (Z0155)   THEN  1070 

TR=l:COLDR  0:GOSUB  1170:COLOR  3  I1H1073  IF  Z  =  155  THEN  K=ZZ-48:G0TD  109 
: GOSUB  770: GOTO  393  0 

Mt  =  STR*  (M)  :  IF  MM  =  3  THEN  462  110  1075  ?  #6:Z-48; 

FOR  1  =  1  TO  3-MM:READ  A:NEXT  I  BE  1080  P=P+1:IF  P=l  AND  Z0155  THEN  K 
FOR  00=1  TO  MM  =  (  Z -48)  *  1 0 :  Z Z  =  Z : GOTO  1070 

P  =  VAL  (M*  (00,  DO)  )  MH  1085  K  =  K+ (  Z -48  )  ;  I  F  K>14  THEN  ?  «6:G 
READ  XsGOSUB  480:NEXT  DO:RESTaR  OTO  1065 

E  MS  1090  S  =  0;  R=14:  GOTO  263 

?  ■' -ECLEARJ  ":  COLOR  2:G0SUB  1170:  6F1100  COLOR  2:  A  =  40 :  B  =  28 :  FOR  1=0  TO  9 

IF  TR  =  0  THEN  GOSUB  2500:GaSUB  7  HE  1  1  1 0  IF  I/2=INT(I/2)  THEN  A  =  A  +  2:B  =  B 
55: Z=Z+1 : GOSUB  6500  -2 


AL  456 

HH  4  58 

KB  460 

CP  461 

HH  462 

!J  464 

NO  465 

nc  470 

FF  471 

BK  480 

fP  485 

MS 

1090 

6F 

1  100 

HE 

1110 

DN 

1  120 

NF 

1  130 

IH 

1170 

GOSUB  2225:P0KE  198,0:GOTD  301  DN  1  1  20  PLOT  B,I:DRAWTO  A,I:NEXT  I 

COLOR  liIF  P  =  0  THEN  GOSUB  720  NF1130  PLOT  B,I:RETURN 

ON  P  GOSUB  500,525,530,555,585,  IH1170  FDR  1=51  TO  55:PL0T  I,2;NEXT  I 
610,  633,660, 680:RETURN  :  FOR  1=50  TO  55:PL0T  I,3:NEXT 

BD  500  PLOT  X,W:DRAWTD  X,W  +  4;PLOT  X-1,  I 

W:DRAWTO  X- 1  ,  W  +  4 :  RETURN  CE1180  FDR  1=4  TO  7:F0R  J  =  49  TO  55:PL 

flO  525  PLOT  X,W:DRAWTD  X-3,W:PLDT  X-1,  OT  J,I:NEXT  J:NEXT  I 

W+l:PLaT  X,W  +  lsPLOT  X,W  +  2:DRAWT  NF1190  COLOR  0:PLOT  54,3:RETURN 

a  X-3,W  +  2  DI  1230  COLOR  2:Y  =  24:F0R  X  =  Y  TO  Y  +  3:PL 

PJ  527  PLOT  X-3,W  +  3:PL0T  X-2,W  +  3:PLDT  OT  X,10:DRAWTO  X,13:NeXT  X 

X-3,  W  +  4:  DRAWTD  X,W  +  4:RETURN  £(11240  Y  =  40:FDR  X  =  Y  TO  Y  +  3:PLDT  X,10: 

LI>530  PLOT  X,W:DRAWTO  X,W  +  4:PL0T  X-1,  DRAWTO  X,13:NEXT  X 

W:DRAWTO  X-1,W  +  4;PL0T  X-3,W:PL0  Ft:  1250  PLOT  2B,12:PL0T  2B,13:PLDT  29, 
T  X-2,W  12:PLOT  29,13 

LP  540  PLOT  X-3,W  +  2:PL0T  X-2,W  +  2:PL0T  EN  1260  PLOT  44,12:PL0T  44,13:PL0T  45, 
X-3,W+4:PL0T  X-2, W+4 : RETURN  12:PL0T  45,13:RETURN 

EI  555  PLOT  X-3,W:DRAWTG  X-3,W  +  2:PL0T  JJ  2225  COLOR  0:FQR  Y=15  TD  35:FOR  1  =  2 
X-1 , W+1 :DRAWTO  X-1,W+4:PL0T  X,W  4  TO  42:PLaT  I,Y:NEXT  I:NEXT  Y 

+2:PL0T  X-2, W+2: RETURN  : COLOR  3:RETURN 

KO  585  PLOT  X-3,W:DRAWTG  X,W:PLOT  X-3,  BE  2500  COLOR  0:PLaT  54,7:PL0T  53,6:C0 
W+2:DRAWTQ  X,W+2:PL0T  X-3,W+4:D  LDR  3:RETURN 

RAWTO  X,W  +  4  Ffl  3000  IF  LEN<F«)>1  THEN  3030 

FP  590  PLOT  X-3,W+1:PL0T  X-2,W+l:PLaT  ND3015  P  =  VAL  (  FS  (  1  ,  1  )  ) 

X-l,W  +  3:PLOT  X,W  +  3;RETURN  BE  3020  X  =  40:GDSUB  480 

96     COMPUTE!     May  1984 


Looks  like  a  Ferrari. 
Drives  like  a  Rolls. 
Parks  like  a  Beetle. 


Ask  your  computer  dealer 

to  take  the  cover  off  a  world-class  disk  drive. 

The  all  new,  1984lndusGT.™ 

The  most  advanced,  most  handsome  disk 
drive  in  the  world. 

A  flick  of  its  power  switch  can  turn  an  Atari 
into  a  Ferrari. 

Or  an  Apple  into  a  Red  Hot  Apple. 

Looks  like  a  Ferrari. 

The  Indus  GT  is  only  2.65"  high.  But  under  its 
front-loading  front  end  is  slimline  engineering 
with  a  distinctive  European-Gran  flair. 

Touch  its  LED-litCommandPost™  function 
control  AccuTouch™  buttons.  Marvel  at  how 
responsive  it  makes  every  Atari  or  Apple  home 
computer. 

Drives  like  a  Rolls. 

Nestled  into  its  soundproofed  chassis  is  the 
quietest  and  most  powerful  disk  drive  power  sys- 
tem money  can  buy.  At  top  speed,  ifs  virtually 
unbearable.  Whisper  quiet. 

Flat  out,  the  GT  will  drive  your  Atari  track-to- 
track  0-39  in  less  than  one  second.  Increasing 
data  transfer  400% .  (Faster  than  any  other  drive. 
And  as  fast  as  any  Apple  disk  drive.) 


And  each  GT  comes  with  the  exclusive 

CT  DrivingSystem™  of  software  programs.* 
World-class  word  processing  is  a  breeze  with 
the  CT  Estate  Word  Processor!'^  And  your  dealer 
will  describe  the  two  additional  programs  that 
allow  CT  owners  to  accelerate  their  computer 

drivinS  skills,  'included as slandard equipment. 

Also,  the  1984  Indus  GT  is  covered  with  the 
GT  PortaCase™  A  stylish  case  that  conveniently 
doubles  as  a  80-disk  storage  file. 

Parks  like  a  Beetle. 

TheGT's  small,  sleek,  condensed  size  makes  it 
easy  to  park. 

And  its  low  price  makes  it  easy  to  buy. 

$449  for  Atari.  $329  for  Apple. 

So  see  and  test  drive  the  incredible  new  1984 
Indus  CT  at  your  nearest 
computer  dealer  soon. 

The  drive  will  be 
well  worth  it. 


INDUS 


The  all-new  1984  Indus  GT  Disk  Drive. 

The  most  advanced,  most  handsome  disk  drive  in  the  world. 


Fordealerinformatjon.call  l-BCX)-33-INDUS- In  California,  1-aO0-34-INDUS,  213/882-9600. 

©  1983  Indus  Syslems,  9304  Dcering  Avenue,  Chateworlh.  CA  91311.  The  lndu5CT  ts  a  product  of  Indus  Systems.  Atari  isa  regislered  trat(emarfc  of  Atari,  Inc.  Apple  isa 

registered  trademark  ot  Apple  Computer,  Inc. 


U.  30  25 
NA  3030 
BK  3035 
ND  3040 
fiL  3045 
KI  3050 
JO  i>000 

CE  6002 

PD  6004 


30  6500 


DJ  6510 
GP  8000 


RETURN 

P  =  VAL  (F*  (  1  ,  I  )  ) 

X=34:GDSUB     480 

P  =  VAL  JF* (2,2)  ) 

X=40;GDSUB  480 

RETURN 

PLOT  27,24:DRAWTD 

6,25:DRAWTD  28,25: 

PLOT  26,25:DRAWTQ 


27,26:PL0T  2 

RETURN 

28, 25: RETURN 


PLOT  26,24:PL0T  28,24:PLDT  27, 

25:PL0T  26,26:PLaT  28,26:RETUR 

M 

SOUND  2, 150, 10, 10: FDR  1=1  TO  5 

0:NEXT  I:BaUND  2 , 1 25, 10 , 1 2 : FOR 
1=1  TO  50:NEXT  I : SOUND  2,0,0, 
0: RETURN 
REM  SOUND 
DATA  28,34,40 


Program  4:  Snertle  For  TI-99/4A 

100  GOTO  150 

110  FOR  1=1  TO  LEN<H») 

120  CALL  HCHAR4ROW, CGL+I , ASC<SE6« <H 

«,  I,  1 )  >  ) 

130  NEXT  I 

140  RETURN 

150  GOSUB  2710 

160  CALL  CLEAR 

170  CALL  SCREEN<12) 

180  PRINT  TAB(5);"««  SNERTLE 

190  PRINT  "SELECT 

200  PRINT  TAB (3) ; ' 

210  PRINT  TABC3) ; ' 

220  PRINT  TAB(3> ; ' 


ONE:  '■:  : 

1)  ADDITION":: 

2)  SUBTRACTION" : : 

3)  MULTIPLICATION 


230  PRINT  TAB<3);"4)  END  PROSRAM' 


240  PRINT  "(ENTER  1,  2,  3, 

250  CALL  KEY<0,Q,ST) 

260  IF  ST=0  THEN  250 

270  Q-Q-4a 

280  IF  (Q>4) +tQ< 1 ) THEN  250 

290  KOL=Q 

300  IF     Q02     THEN    320 

310  KOL=10 

320  CALL     COLOR C 1 1 , KOL+4, 1 ) 


OR     4) 


"Snertle,"  Tl  version. 

98    COMPlTrt!    Moy1984 


330  C=14 

340  IF  (QOl  )  *  (Q<  >2)  THEN  360 

350  C=99 

360  IF  Q=3  THEN  2210 

370  IF  Q=4  THEN  3100 

380  CALL  CLEAR 

390  CALL  SCREEN(4) 

400  PRINT  TAB (4> ; "ENTER  LARGEST  VAL 

UE: " : : 
410  PRINT  "   (LOWEST  :1   HIGHEST: ";C 

,   '   -  - 
420  INPUT  R 

430  IF  (R< 1 > + (R>C) THEN  420 
440  PRINT  ;; 
450  PRINT  TAB  (4>  ;  "ENTER  SMALLEST  VA 

LUE" : : 
460  PRINT  "   (LOWEST  :0   HIGHEST: ";R 

,   ;   .  . 
470  INPUT  S 
480  IF  (S<0) + (S>R) THEN  470 

490  CALL  CLEAR 

500  CALL  SCREEN(10) 

510  PRINT  "PRESS  'X'  TO  RETURN  TO  M 
ENU" :::::::::::: 

520  FOR  1=1  TO  400 

530  NEXT  I 

540  CALL  CLEAR 

550  CALL  SCREEN(12) 

560  Z=0 

570  ZZ=0 

580  GOSUB  2410 

590  GOSUB  2510 

600  GOSUB  2580 

610  TR=0 

620  ZZ=ZZ+1 

630  RANDOMIZE 

640  L= INT (RND» (R-S+ 1 ) ) +S 

650  IF  (D=3) « (T=i ) THEN  670 

660  K=INT (RND* (R-S+1 ) > +S 

670  F«=STR«(K) 

680  Y=9 

690  W=15 

700  IF  K>=L  THEN  720 

710  Y=14 

720  GOSUB  2840 

730  Y=14 

740  IF  L<=K  THEN  760 

750  Y=9 

760  F*=STR* (L) 

770  GOSUB  2840 

780  ON  Q  GOSUB  2960,2960,3040 

790  IF  Q<>1  THEN  810 

800  M=K+L 

810  IF  (Q02)  +  (K<L)  THEN  830 

820  M=K-L 

830  IF  (Q< >2) + (K>=L) THEN  850 

840  M=L-K 

850  IF  Q03  THEN  870 

860  M=K*L 

870  CALL  HCHAR(1B,9, 104, 14) 

880  MM=1 

890  IF  M<=9  THEN  910 

900  MM=2 

910  IF  M<=99  THEN  930 

920  MM=3 

930  V=0 

940  GOSUB  2410 

950  FOR  J=0  TO  MM-1 

960  CALL  HCHAR (22, 20-4*J , 94> 

970  CALL  KEY(0,K1,ST) 

980  IF  ST=0  THEN  970 


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990  J 
E 
1000 
1010 
1020 
1030 

1040 
1050 
1060 
1070 
1080 
1090 
1  100 
110 
120 
130 
140 
150 
160 
170 
1  180 
1  190 
1200 
1210 
1220 
1230 
1240 
1250 
1  260 
1270 
1280 
1290 
1300 
1310 
1320 
1330 
1340 
1350 
1360 
1370 
13B0 
1390 
1400 
1410 

1420 
1430 
1440 
1450 
1460 

1470 

1480 
1490 
1500 
1510 
1520 
1530 
1540 
1550 
1560 
1570 
1580 
1590 
1600 
1610 
1620 
1630 
1640 
1650 
1660 


F  <  (KK48)  +  (Kl  >57)  )  »  (KlOSa)  TH 

N  970 

IF  (K1=B8) » (ZZ=I ) THEN  4  60 

IF  KIOBS  THEN  1060 

CALL  CLEAR 

PRINT  TAB<3) ; "PERCENTABE  : " ; I N 

T (Z/ (ZZ-1 ) »100) 

PR  INT  :  :  :  : 

GOTO  190 

CALL  HCHAR (22, 20-4»J, 32) 

P=Kl-4a 

V  =  V+  (P»10'-J  > 
X=19-4*J 

Y  =  20 

GOSUB  1430 
NEXT  J 

IF  M=V  THEN  1310 

CALL  SOUND <300, 1 10, 2) 

FOR  1=20  TO  24 

CALL  HCHAR < I , 1 , 32, 30) 

NEXT  I 

IF  TR=i  THEN  1230 

TR=1 

GOSUB  2660 

GOSUB  2010 

GOTO  930 

M«=STR* (M> 

FOR  00=1  TO  MM 

P=VAL (SEG* (M*, 00, 1 ) ) 

X=19- (MM-OO) t4 

GOSUB  1430 

NEXT  OG 

FOR  T=l  TO  400 

NEXT  T 

GOSUB  2510 

IF  TRO0  THEN  1390 

CALL  HCHAR (5, 23, 136) 

60SUB  1950 

Z  =  Z  +  1 

CALL  SOUND <200, 196, 2) 

CALL  SOUND (200 , 262, 2) 

CALL  SOUND (200, 294, 2) 

FOR  1=9  TO  24 

CALL  HCHAR ( I , 2, 32, 30) 

NEXT  I 

GOTO  610 

IF  PO0  THEN  1460 

GOSUB  1920 

RETURN 

ON  P  GOSUB  1480,1500.1550,1600 

,  1650,  17  10,  179  0,  1SS0,  1890 

RETURN 

CALL  VCHAR ( Y, X+1 , 1 15, 4) 

RETURN 

GOSUB  2190 

GOSUB  2160 

CALL  HCHAR(Y+2, X, 115) 

GOSUB  2140 

RETURN 

GOSUB  2190 

GOSUB  2160 

CALL  HCHAR CY+2, X+2, 1 15) 

GOSUB  2140 

RETURN 

CALL  VCHAR (Y, X, 1 15, 2) 

CALL  HCHAR (Y  +  2,  X,  1  IS, 3) 

CALL  HCHAR (Y+1 , X+i , 1 14) 

CALL  HCHAR (Y+3, X+1, 1 14) 

RETURN 

GOSUB  2190 

CALL  HCHAR  (Y-t-1  ,  X,  115) 


1670 

CALL  HCHAR (Y+1 ,  X  +  1 ,  1  12, 2) 

16Q0 

CALL  HCHAR (Y+2, X+2, 1 15) 

1690 

GOSUB  2140 

1700 

RETURN 

1710 

60SUB  2190 

1720 

CALL  HCHAR <Y+2, X+2, 1 15) 

1730 

CALL  HCHAR (Y+1 , X, 1 15) 

1740 

CALL  HCHAR (Y+1 , X+1 , 1 12, 2> 

1750 

CALL  HCHAR (Y+2, X, 1 15) 

1760 

CALL  HCHAR(Y+2, X+2, 1 15) 

1770 

GOSUB  2140 

1780 

RETURN 

1790 

GOSUB  2190 

1300 

CALL  HCHAR(Y+1 , X+2, 1 15) 

1810 

CALL  HCHAR (Y+2, X+1 , 1 15) 

1820 

CALL  HCHAR(Y+2, X+2, 1 13) 

1830 

CALL  HCHAR (Y+3, X+1 , 1 15) 

1840 

RETURN 

1850 

GOSUB  1500 

1860 

CALL  HCHAR (Y+1 , X, 1 15> 

1870 

CALL  HCHAR (Y+2, X+2, 1 15) 

1880 

RETURN 

1890 

GOSUB  1850 

1900 

CALL  HCHAR (Y+2, X, 32) 

1910 

RETURN 

1920 

GDSUB  1850 

1930 

CALL  HCHAR (Y+1 , X+1 , 32) 

1940 

RETURN 

1950 

H*="GOOD I " 

1960 

ROW  =  3 

1970 

CaL=12 

1980 

GOSUB  110 

1990 

RETURN 

2000 

REM   CORRECT 

2010 

H*="TRY" 

2020 

RDW  =  2 

2030 

C0L=13 

2040 

GOSUB  110 

2050 

H*=" AGAIN" 

2060 

Raw  =  3 

2070 

caL=12 

2080 

GOSUB  110 

2090 

FOR  1=1  TO  200 

2100 

NEXT  I 

2110 

RETURN 

2120 

CALL  VCHAR (Y, X,  1  15, 4) 

2130 

RETURN 

2140 

CALL  HCHAR(Y+3, X, 1 15, 3) 

2150 

RETURN 

2  160 

CALL  HCHAR(Y+1 , X, 112,2) 

2170 

CALL  HCHAR (Y+1 , X+2, 1 15) 

2180 

RETURN 

2190 

CALL  HCHAR ( Y, X, 1 15, 3) 

2200 

RETURN 

2210 

CALL  CLEAR 

2220 

CALL  SCREEN(4) 

2230 

PRINT  "DO  YOU  WISH  TO  PRACTICE 

2240 

PRINT  TAB(3);"1)  TIMES  TABLES, 

OR"  :  : 

2250 

PRINT  TAB(3);"2)   RANDOM  NUMBER 

S  ?"::::::::: 

2260 

PRINT  TABC5)  ;"  (ENTER  1  OR  2>" 

2270 

CALL  KEY(0,K1,ST) 

2280 

IF  ST=0  THEN  2270 

2290 

IF  (K1049)  «  (K1O50)  THEN  2270 

2300 

T=Kl-48 

2310 

IF  T=2  THEN  380 

2320 

CALL  CLEAR 

2330 

PRINT  TAB (6) : "ENTER  TIMES  TABL 

E"  :  : 

100    COMPUTE!     May  1984 


2340  PRINT  TAB(i) 


(ENTER  1  TO  14) 


2350  INPUT  K 

2360  IF  (K< 1  )  +  (K>14) THEN  2350 

2370  S=0 

2380  R=14 

2390  GOTO  490 

2400  REM    DRAW  THE  SHELL 

2410  R5=5 

2420  CQL=13 

2430  FOR  1=1  TO  4 

2440  CALL  HCHAR (  I  , COL,  96, R5) 

2450  R5=R5+2 

2460  COL=COL~l 

2470  NEXT  I 

2480  CALL  HCHAR (5, 9, 96. 12) 

2490  RETURN 

2500  REM   DRAW  THE  HEAD 

2510  CALL  HCHAR <3, 21 , 97) 

2520  CALL  HCHAR < 3, 22, 96, 2 ) 

2530  CALL  HCHAR ( 4 , 21 , 96, 3) 

2540  CALL  HCHAR (4, 22, 128) 

2550  CALL  HCHAR<5, 21 , 96, 3) 

2560  RETURN 

2570  REM   DRAW  THE  FEET  AND  TAIL 

2580  FOR  1=1  TO  8 

2590  READ  R5,C 

2600  CALL  HCHAR (R5, C, 96) 

2610  NEXT  I 

2620  RESTORE 

2630  DATA  6,9,6,12,6,18,7,12,7,13,7 

,  18, 7,  19,5, 22 

2640  RETURN 

2650  REM   ERASE  THE  HEAD 

2660  FOR  1=3  TO  5 

2670  CALL  HCHAR ( I , 21 , 32, 3) 

2680  NEXT   I 

2690  RETURN 

2700  REM   DEFINE  CHARS  &  COLORS 

2710  CALL  CHAR(96, "FFFFFFFFFFFFFFFF 

"  ) 

2720  CALL  CHAR  (97,  ■'0103070F1F3F7FFF   26 

2730 

2740 

2750 


"  ) 


CALL  CHAR ( 104, "000000FFFF00000 

0"  ) 

CALL  CHAR  (  128,  ■■000000000F0F0F0 

F"  ) 

CALL  CHAR ( 136, "3030180C0703000 

0"  ) 
2760  CALL  COLDR(9,3,l) 
2770  CALL  COLOR ( 13, 6, 16) 
2780  CALL  COLOR ( 14, 14, 3) 
2790  CALL  CHAR ( 1 12, "00000000FFFFFFF 

F"  ) 
2800  CALL  CHAR ( 1 13, "F0F0F0F0F0F0F0F 

0"  ) 
2810  CALL  CHAR ( 1 14, "070707070707070 

7"  ) 
2820  CALL  CHARd  IS,  "FFFFFFFFFFFFFFF 

F"  ) 
2830  RETURN 

2840  IF  LEN(F*)=2  THEN  2890 
2850  P  =  VAL <SE6* (F*,  1  ,  1  )  ) 
2860  X=W+4 
2870  60SUB  1430 
2880  RETURN 

2890  P=VAL tSEG* (F*. 1 , 1 ) ) 
2900  X=W 
2910  GOSUB  1430 
2920  P  =  VAL  (SEG«  (F$, 2,  1  )  ) 
2930  X=W+4 
2940  GOSUB  1430 


1  1 
1  1 


115, 
1  IS) 


52) 
>2) 


2950  RETURN 

2960  CALL  VCHAR(14,11, 

2970  CALL  HCHAR(15,10, 

2980  CALL  HCHAR(15, 12, 1 15) 

2990  IF  Q=2  THEN  3010 

3000  RETURN 

3010  CALL  HCHAR(14 

3020  CALL  HCHAR (16 

3030  RETURN 

3040  CALL  HCHAR (14 

3050  CALL  HCHAR(14, 

3060  CALL  HCHARdS, 

3070  CALL  HCHAR(16 

3080  CALL  HCHAR(16, 

3090  RETURN 

3100  END 


3) 


9. 

u 


1  15) 
115) 
10,115) 
9, 1 15) 
11,115) 


Program  5:  Snertle  For  The  Color  Computer 


100 
110 
120 
130 
140 
150 
15S 
160 


185 
187 
188 
190 

200 


240 


270 
275 
301 
305 
310 
315 
320 
325 

330 
335 
340 
345 
346 
350 
355 
360 
380 
385 
390 
393 
395 
397 
399 
400 
40S 
410 


CLS ( 1 ) : 

PRINT37 

PR  INT5>1 

PRINT32 

PR  INTTA 

PRINTTA 

PRINTTA 

PRINTTA 

" ; : INPU 

0 

C=14: IF 

IF  Q  =  3 

IF  Q  =  4 

CLS  <  1 ) 

VALUE" 

PRINTTA 

) " ; : INF 

00 

PRINTSl 


B*=CHR« (32) 

4 ,  " **SNERTLE«  »  " 

38, "SELECT  1 " 

02, " 1)   ADDITION" 

B(10)"2)  SUBTRACTION" 

B(10)"3)  MULTIPLICATION" 

B  (  10)  "4 )   END" 

B  (  10)  "  (ENTER  1,2,3  OR  4) 

TQ:IF  Q>4  OR  Q< 1  THEN  16 

Q=l  OR  0=2  THEN  C=99 
THEN  1000 
THEN  END 
PRINT337, "ENTER  LARGEST 


B  (  5  )  "  (  M  I N . 
UTR;  IF  R<  1 


1 
OR 


MAX.  :  " ; C;  " 
R>C  THEN  2 


33, "ENTER  SMALLEST  VALUE 


PRINTTAB  <5)  "  (MIN.  : 0   MAX.  :  " ; R;  " 

)";: INPUTS: IF  S<0  OR  S>R  THEN  2 

40 

CLS: PRINT3227, "PRESS  C  TO  RETUR 

N  TO  MENU" : : FORI=1TO750: NEXTI : C 

LS  (0) 

Z=0: ZZ=0 

SOSUB  1100:GOSUB  1 1 70 : GOSUB 1 230 

TR=0: ZZ=Z2+1 

L=INT(RND(R-S)+S) 

IF  Q=3ANDT=1THEN320 

K=INT  (RND  (R~S)  +S) 

F*=STR4 (K) ; W=0 

IF  K<L  AND  Q=2   THEN  TR=0:GaTO3 

05 

W=0: GOSUB3000 

W  =  64 

F*=STR« (L) 

W=96: GOSUB  3000 

ON  Q  GOSUB  6000,6000,6004 

IF  Q=l  THEN  M=K+L 

IF  Q=2  THEN  M=K-L 

IF  Q=3  THEN  M=K«L 

MM=1:IF  M>9  THEN  MM=2 

IF  M>99  THEN  MM=3 

GOSUB  740 

V=0:GOSUB  1100 

FOR  J=0  TO  MM-1 

POKE  1466- (4«J ) , 94 

HHt=INKEY* 

H*=INKEY* 

IF  H*=""THEN  400 

IF  H«="X"  AND  ZZ=1  THEN  100 


May  1984    COMPUn!     101 


411   IF  H»="X"  THEN  CLS ( 1)  s PR  I NT36a , 

"YOUR  PERCENTAGE  IS  ";INT<Z/<ZZ 

-1  )  »100>  ; GDTai20 
413  IF  H*<>"0"  AND  VAL(H«)=0  THEN  4 

00 
415  P=yAL<H*) 
420  V  =  V+<P*10'-J):X  =  1466-(4«J>:  GOSUB 

480: NEXTJ 

450  IF  INT (M) =INT (V)  THEN  470 

451  SOUND  80, 6: FORI=1TD20: NEXTI : SOU 
NO  80, 6: FORI=1TO20: NEXTI : SOUND6 
0,12 

452  FOR  1  =  1439  TO  1 535 : POKE  I  ,  1 28 ; NE 
XT  I 

456  IF  TR=1  THEN  460 

458  TR=1:GDSUB  i500:GOSUB  770: GDT03 
93 

460  M*=STR«(M) 

461  F0RI  =  1  TO  1  1-MM: READA: NEXTI 

462  FOR  00=1  TO  MM 

464  P=VAL (MIDS <M*, (OD+1 ) , 1 ) ) 

465  READX:GOSUB  480:NEXT  00:RESTORE 

470  GOSUB1170;IF  TR=0THEN  GOSUB  250 
0:  GOSUB  755: Z=Z+1 : GOSUB  6500 

471  GOSUB  2225:GOTO301 
480  IF  P=0  THEN  720 

485  ON  P  GOSUB  500,525,555,585,6  10, 

633, 660, 680, 700: RETURN 
500  POKEX, 143:P0KEX+32, 143:P0KEX+64 

,140: RETURN 
52  5  POKEX , 140:POKEX+1, 143: POKEX +3  3, 

140: POKEX +32, 143: POKEX +64, 140: P 

aKEX+65, 140 
530  RETURN 
555  POKEX , 140: POKEX +32, 140: POKEX +64 

,  140:PDKEX+65,  140 
560  POKE  X+1 , 143: POKEX+33, 143! RETUR 

N 
585  POKEX, 13B:P0KEX+32, 140:PaKEX+l, 

130: POKEX+33, 142 
590  POKEX +64, 128: POKEX +65, 136: RETUR 

N 
610  POKEX, 143:POKEX+32, 140:PDKEX+64 

,  140 
615  POKEX+1 , 140: POKEX+33, 143: POKEX+ 

65, 140: RETURN 
633  POKEX, 143: POKEX +32, 143: POKEX +64 

,  140: POKEX+1  ,  1 40 
635  POKE  X+33,  141 -.  POKEX  +  65,  140:  RETU 

RN 
660  POKE  X , 140: PDKEX+32, 129: POKEX+6 

4,  132 
670  POKEX+65, 128:P0KE  X+ 1 , 1 4 1 : POKEX 

+33, 138: RETURN 
680  POKEX, 142: PDKEX+32, 142: POKEX +64 

,140: POKEX+65, 140 
685  POKEX  +  1 ,  14  1  : POKEX+33,  141 : RETURN 
700  POKEX, 142: POKEX +32, 140: POKEX +64 

,  140 
710  POKEX+l , 14  1 : POKEX+33, 14  1;P0KEX+ 

65, 140: RETURN 
7  20  POKEX,  142: POKEX  +  1,  1 4  1  : POKEX  +  32 , 

138: POKEX+33, 133 
7  25  POKEX +64, 1 40: POKEX +65, 140: RETUR 

N 
740  FDRI  =  1392  TO  1 404 : POKE  I ,  1 3 1 : NEX 

TI : RETURN 
735  PRINTai03,  "GOOD";  : FOR  I  =  1 TO500 : N 

EXTI : RETURN 
770  PRINT©72,  "TRY";  : PR  I  NTS  103,  "ABA  I 

N";:FOR  1  =  1  TO  500 ; NEXT  I : RETURN 


"Siierik,"  Color  Conipuiev  version. 


1000 

CLS < 1 ) :PRINT©66, "DO  YOU  WISH  T 

0:  " 

PRINT3130, " 1 )  PRACTICE  TIMES  T 

1010 

ABLES" 

1020 

PRINTSI62, "2)  RANDOM  NUMBERS" 

1030 

PRINT3224, " (ENTER  1  OR  2)";; IN 

PUTT: IF  T< 1  OR  T >2  THEN  1030 

1050 

IF  T=2  THEN  1090 

1060 

CLS ( 1 }: PRINTa66, "ENTER  TIMES  T 

ABLE" 

1070 

PRINTS)100,  "  C  1-14>  ";  :  INPUT  K:  IF 

K< 1  OR  K>14  THEN  1070 

1090  S=0: R=14: GOTO  263 

1100  FOR  1=1056  TO  1152  STEP  32 

1110  READ  A,B 

1120  FOR  J=1TQB 

1130  POKEI+J+A, 143 

1140  NEXTJ: NEXTI iRESTQRE: RETURN 

1170  POKE  1 169, 140: POKE! 167, 140 

El  168,  140 
1180  POKE  1 103, 129: POKEl 104, 131 

El  105,  130 
1190  POKEl 135, 143: POKEl 136, 142: 

1 137, 143: RETURN 
1230  POKE  1 196, 143: POKEl 197, 143 

El  189,  143: POKEl  190,  143 
1240  POKE  1228, 140: P0KE1229, 140 

Ei230, 140: P0KE1221 , 140:POK 

2,  140: POKE  12  23,  140:  RETURN 
1500  FORI=1103  TO  1167  STEP  32: 

J=0     TO  3:POKE  I+J,12a:NEXT 

XTI:POKE  1 167,  143: RETURN 
2225  FDR  1=1140  TO  1236  STEP  32 
2230  FOR  J=l  TO  1 1 : POKE J + I , 1 28 : 

J:NEXTI:FOR  1=1260  TO  1535 

P  32 
2235  FOR  J=l  TO  16:P0KE  J+I,12a 

TJ : NEXTI iRETURN 
2500  POKE  1 1 67, 139: RETURN 
3000  IF  LEN(F«)>2  THEN  3030 
3015  P=VAL (MID« (F*, 2, 1 ) ) 
3020  X=1210+W: GOSUB4a0 
3025  RETURN 

3030  P  =  VA1_  <MID*  <F«  ,  2,  1  )  ) 
3035  X=1206+W: GOSUB4a0 
3040  p=VAL CMID* (F« , 3, 1 ) ) 
3045  X=121 0+W: GOSUB480 
3050  RETURN 
5000  DATA  5,7,4,9,3,11,2,13 

62, 1466 


;  POK 

:  POK 

POKE 

:  POK 

:  POK 
E122 

FOR 
J:NE 


NEXT 
STE 

:  NEX 


1458, 14 


102    COMPUTE!    Mav1V84 


6000  POKE  1298, 143: PDKE1330, 143; POK 
E  13i2,  140: POKE  1 33 1 ,  1 40  :  POKE  1 
329, 140 

6001  IF  Q  =  2  THEN  POKE  1 298 ,  1  28 : POKE 
1330,  140: POKE  1362,  128 

6003  RETURN 

6004  POKE  1297, 131 : PDKE1299, 131 : POK 
El  330,  140: POKE  1329,  131 : PDKE133 
1,131; RETURN 

6500  SOUND  100, 7: SDUND130, 10 
6510  RETURN 

Program  6:  Snertle  For  Apple 

110   TEXT  !  HOME  t     VTAB  2s  HTAB  15:  PRINT 

"»tSNERTLE»t";  VTAB  5 
120   PRINT  s  VTAB  5;  HTAB  10S  PRINT  "SE 

LECT  ONES " 
130   PRINT  :  PRINT  ;  HTAB  10;  PRINT  " 1 ) 

ADDITION" 
140   PRINT  :  HTAB  10:  PRINT  "2)  SUBTRAC 

TION" 
150   PRINT  i    HTAB  10;  PRINT  "3)  MULTIPL 

I CAT I ON" 
155   PRINT  s  HTAB  10;  PRINT  "4)  END  PRO 

GRAM" 
160   PRINT  ;  PRINT  :  HTAB  10;  PRINT  " <E 

NTER  1,2,3  DR  4)  ";:  INPUT  Qe  IF  Q 
<  1  OR  Q  >  4  THEN  160 
185  C  =  14;  IF  D  =  1  OR  Q  =  2  THEN  C  = 

99 

187  IF  Q  =  3  THEN  1000 

188  IF  Q  =  4  THEN   END 

190   HOME  :  VTAB  3i  HTAB  10:  PRINT  "ENT 

ER  LARGEST  VALUE" 
200   HTAB  10;  PRINT  " <MIN. : 1   MAX.;";C; 

")";:  INPUT  R:  IF  R  <  1  OR  R  >  C  THEN 

200 
230   HTAB  10:  VTAB  10:  PRINT  "ENTER  SMA 

LLEST  VALUE" 
240   HTAB  10!  PRINT  "<MIN.:0   MAX.;";R; 

")";:  INPUT  S:  IF  S  <  0  OR  S  >  R  THEN 

240 
263   HOME  :  VTAB  10:  HTAB  7:  PRINT  "TYP 

e  ";:  INVERSE  :  PRINT  "X";:  NORMAL 

s  PRINT  "  TO  RETURN  TO  THE  MENU" 
265   FOR  I  =  1  TO  2000:  NEXT  1:  HOME 
270  Z  =  0:ZZ  =  0:  GR 
275   GOSUB  1100;  COLDR=  12:  GOSUB  1170: 

GOSUB  1230 
301  TR  =  0:ZZ  =  ZZ  +  1 
305  L  =   INT  <  RND  (l)t<R-B+l))+ 

5 
310   IF  Q  ■  3  AND  T  =  1  THEN  320 
315  K  =   INT  (  RND  <1>  t  (R  -  S  +1) )  + 

S 
320  F«  =   STR*  <K>:W  =  0 
325   IF  K  <  L  AND  Q  =  2  THEN  305 
330  W  =  0;  GOSUB  3000 
340  F4  =   STRS  (L) 

345  W  =  6s  GOSUB  3000 

346  ON  Q  GOSUB  6000,6000,6004 
350  IF  Q  =  1  THEN  M  =  K  +  L 
355  IF  Q  =  2  THEN  M  =  K  -  L 
365  IF  Q  =  3  THEN  M  =  K  *  L 

380   GOSUB  740:MM  =1:  IF  M  >  9  THEN  MM 

=  2 
385   IF  M  >  99  THEN  MM  =  3 
393  V  =  0:  COLOR=  12:  GOSUB  1170 
395   FOR  J  =  0  TO  MM  -  1 
397   COLOR=  1:  PLOT  21  -  (5  *  J), 34 

399  POKE   -  16368,0 

400  H*  =  H  =   PEEK  (  -  163B4)  -  128: 

IF    H    >    0    THEN    H»    =      CHR*     (H> 


"Snertle r"  A}yplc  version. 


407 
410 


412 
415 
420 

450 
451 

452 

456 
458 

460 
461 

462 
464 
465 

467 
470 


471 

480 

485 
500 
525 

530 

555 

560 
585 


THEN   POKE 


HOME  :  HTAB 
INT  <Z  / 
16368,0 


X  =  21 


GOTO 


IF  HS  =  "X"  AND  ZZ  =  1 
-  16368,0:  GOTO  110 

IF  H»  =  "X"  THEN   TEXT 

15:  PRINT  " PERCENT A6E= 

(ZZ  -  1)  »  100):  POKE 

120 

IF  H  <  48  OR  H  >  57  THEN  400 
P  =   VAL  (H«) 
V  =  V  +  (P  »  10  ^  J) ;W  =  14 

(5  *  J)s  GOSUB  480:  NEXT  J 

IF  M  =  V  THEN  470 

FOR  I  =  1  TO  40:  FOR  J  =  1  TO  2s  NEXT 

J;L  =   PEEK  (  -  16336):  NEXT  I 

CQLOR=  0:  FOR  I  =  33  TO  38;  HLIN  7 

,34  AT  I;  NEXT  I:  COLOR=  1 

IF  TR  =  1  THEN  460 
TR  =  1;  COLOR=  0:  GOSUB  1170:  GOSUB 

770; V  =  0;  GOTO  395 
M*  =   STR*  (M) 

IF  MM  <  3  THEN   FOR  I 

M:  READ  X;  NEXT  I 

FOR  00  =  1  TO  MM 
P  =   VAL  (  MID*  «M*,00, 1)) 

READ  X:  GOSUB  480:  NEXT  OO 


I  TO  3  -  M 


RESTORE 


FOR  I  =  1  TO  900;  NEXT 

COLOR=  12;  GOSUB  1170:  IF  TR  =  0  THEN 

GOSUB  25001  GOSUB  755 i Z  °  Z  +  1:  GOSUB 
6500:  HOME 
QOSUe  2225:  GOTO  301 
COLOR=  Is  IF  P  =  0  THEN   GOSUB  720 

ON  P  GOSUB  500,525,555,585,610,633 

,660,680,700:  RETURN 

VLIN  20  +  W,24  +  W  AT  X:  VLIN  20  + 

W,24  +  W  AT  X  +  1;  RETURN 

HLIN  X,X  +  3  AT  20  +  W:  PLOT  X  + 

,21  +  W:  PLOT  X  +  3,21  +  W:  HLIN 

, X  +  3  AT  22  +  W 

VLIN  23  +  W,24  +  W  AT  X: 

W,24  +  W  AT  X  +  1: 

W:  PLOT  X  +  3,24  - 

VLIN  20  +  W,24  +  W  AT  X  +  2:  PLOT 

X,20  +  W:  PLOT  X,22  +  Ws  PLOT  X,24 

+  W 
PLOT  X  -t-  1,20  +  W;  PLOT  X  +  1,22  + 
W;  PLOT  X  +  1,24  +  W;  RETURN 
VLIN  20  +  W,22  +  W  AT  X:  PLOT  X  + 
1,22  +  W:  VLIN  20  +  W,24  +  W  AT  X  + 
2s  PLOT  X  +  3,22  +  W;  RETURN 


VLIN  23 
PLOT  X  +2,24 
M:  RETURN 


2 
X 

+ 
+ 


May1<?84     COMPUTE!    103 


PRINT  "i>  PRACTIC 


PRINT  "2)  PRACTIC 


610   HLIN  X,X  +  3  AT  20  +  Wt  HLIN  X,X  + 
3  AT  22  +  W:  HLIN  X,X  +  3  AT  24  + 
W:  PLOT  X  +  2.23  +  W:  PLOT  X  +  3,2 
3  +  W 

615   PLOT  X,21  +  W:  PLOT  X  +  1,21  +  W:  RETU 
RN 

633   VLIN  20  +  W,24  +  W  AT  Xi  VLIN  20  + 
W,24  +  W  AT  X  +  1;  VLIN  22  +  W,24  + 
W  AT  X  +  3:  HLIN  X  +  2,X  +  3  AT  20 
+  W 

635   PLOT  X  +  2,22  +  W:  PLOT  X  +  2,24  + 
M:  RETURN 

660   HLIN  X  +  1,X  +  3  AT  20  +  W:  PLOT  X 
+  3,21  ■*-  W:  PLOT  X  +  2,22  +  W 

665   VLIN  23  +  W,24  +  W  AT  X  +  1:  RETURN 

680   BDSUB  720:  HLIN  X  +  1,X  +  2  AT  22  + 

W:  RETURN 
700   HLIN  X,X  +  3  AT  20  +  W:  HLIN  X,X  + 

3  AT  22  +  W:  HLIN  X,X  +  3  AT  24  ■*- 
M:  VLIN  20  +  W,24  +  W  AT  X  +  3 

705   VLIN  21  +  W,22  +  W  AT  X:  RETURN 
720   VLIN  20  +  W,24  +  W  AT  X:  VLIN  20  + 
W,24  +  W  AT  X  +  3:  HLIN  X  +  1,X  + 
2  AT  20  +  W:  HLIN  X  +  1 , X  +  2  AT  2 

4  +  W:  RETURN 

740   HLIN  10,27  AT  32:  RETURN 

755   VTAB  21:  HTAB  19:  PRINT  "GOOD!";  FOR 

1  =  1  TO  300:  NEXT  I:  RETURN 

770   VTAB  21:  HTAB  16:  PRINT  "TRY  AGAIN 

"I  FOR  I  =  1  TO  1000:  NEXT  I:  HOME 

;  RETURN 
1000   HOME  :  VTAB  4:  HTAB  13:  PRINT  "DO 

YOU  WISH  TO: " 
1010   PRINT  :  HTAB  9: 

E  TIMES  TABLES" 
1020   PRINT  :  HTAB  9: 

E  RANDOM  NUMBERS" 
1030   PRINT  :  HTAB  9:  PRINT 

R  2)  "; ;  INPUT  T:  IF  T 

2  THEN  1030 
1050   IF  T  =  2  THEN  190 
1060   HOME  :  VTAB  5:  HTAB  11: 

TER  TIMES  TABLE  (1-14)" 
1070   INPUT  K:  IF  K  <  1  OR  K  >  14  THEN 

1070 
1090  S  =  0:R  =  14:  GOTO  263 
1100  J  =  12: JJ  =  20:  COLDR=  4;  FOR  I  = 

0  TO  8:  HLIN  J,JJ  AT  I:J  =  J  -  1:J 

J  =  JJ  +  1 
1110   NEXT  I:  FOR  I  =  8  TO  1 1 :  HLIN  J  + 

1,JJ  -  1  AT  I:  NEXT  I:  RETURN 
1170   HLIN  30.32  AT  5:  FOR  I  ==  6  TO  10: 
HLIN  29,33  AT  I:  NEXT  I:  COLDR=  0 

:  PLOT  32.7:  RETURN 
1230   COLQR=  12:  FOR  I  =  12  TO  15:  HLIN 

10,12  AT  I:  HLIN  21,23  AT  I:  NEXT 

I 
1240   FOR  I  =  16  TO  17:  HLIN  10,14  AT  I 

:  HLIN  21,25  AT  I:  NEXT  I:  RETURN 

2225   CDLQR=  0;  FOR  I  =  20  TO  38;  HLIN 

10,39  AT  I;  NEXT  I:  CQLOR=  1:  RETURN 
2500   COLOR=  0:  PLOT  32.10;  PLOT  31,9:  COLO 

R=  1:  RETURN 
3000   IF   LEN  {F«)  >  1  THEN  3030 
3015  P  -=   VAL  (  MID«  (F*,l,l)) 
3020  X  =  21:  GOSUB  480 
3025   RETURN 

3030  P  =   VAL  i    MID*  (F*,l,l)) 
3035  X  =  16:  60SUB  480 
3040  P  =   VAL  <  MID*  (F«,2,l)) 
3045  X  =  21:  GOSUB  480 
3050   RETURN 
5000   DATA    12,16,22 


(ENTER  1 
<  0  OR  T  : 


PRINT  "EN 


6000  HLIN  11,14  AT  29:  HLIN  11,14  AT  2 
9:  IF  Q  =  1  THEN  VLIN  27,30  AT  12 
:  VLIN  27.30  AT  13 

6001  RETURN 

6004  PLOT  12,27:  PLOT  14,27:  PLOT  13,2 
8;  PLOT  12,29:  PLOT  14,29:  RETURN 

6500  FOR  I  =  1  TO  20: L  =  PEEK  (  -  163 
36):  NEXT  I:  FOR  1  =  1  TO  10;  NEXT 
I:  FOR  I  =  1  TO  40: L  =  PEEK  (  -  1 
6336):  NEXT  It  RETURN 


"Snertle,"  PCIPCjr  version. 


Program  7:  Snertle  For  PC/PCjr 

lO  DEF  SEB=OjPOKE  1047,192 

20  SCREEN  0,1: WIDTH  40: KEY  OFF 

25  S*=CHRS (219): D»=CHR» (31): L*=CHR« ( 29 ) : 

R*=CHR« (28) : U*=CHR» (30) : TB»=CHR* (223)  :  BB 

»=CHRS(220> :LB«=CHR«(221) : RB*=CHR*(222) : 

SP«=CHR*(32) 

100  B*=CHR«(13) :C«=CHR«(9) 

110  COLOR  12: CLS: LOCATE  24, 9, O; PRINT"»*» 

*«*»  SNERTLE  ttttttt" 

120  PRINT  B«B«B«B*B»Ct"       SELECT  ONE: 

■  I 

130  COLOR  2sPRINT  B*C«"l)  ADDITION" 
140  COLOR  4j PRINT  B*C*"2)  SUBTRACTION" 
150  COLOR  6: PR I NT  B*C«"3)  MULTIPLICATION 

M 

155  COLOR  14: PRINT  B«C«"4)  END  PROBRAM" 
160  PRINT  B«B*B«B*C»" (ENTER  1,2,3  OR  4)" 

170  Q«=INKEYt:X=RND(l) :Q=VAL(at) : IF  Q< 1 

OR  Q>4  THEN  170 

175  C=14:IF  Q=l  OR  Q=2  THEN  C=99 

185  C=14:IF  Q=l  OR  Q=2  THEN  C=99 

187  IF  Q=3  THEN  1000 

188  IF  0=4  THEN  END 

190  CLS: LOCATE  10, 12: PR INT  "ENTER  LARGES 
T  VALUE" 

200  PRINT:  PRINT  "(MIN.:0  MAX  .  :  "  ;  C;  ")  ■" ; 
: INPUT  R: IF  R<0  OR  R>C  THEN  PRINT  U»U«U* 
rGOTO  200 

230  PRINT: PRINT   "ENTER  SMALLEST  VALUE" 
240  PRINT: PRINT    "(M1N.:0  MAX . : " ; R; " ) " ; 
: INPUT  S  : IF  S<0  OR  S>R  THEN  PRINT  UtU*U 
♦:GOTO  240 

263  CLS: LOCATE  12, 5: PRINT  "PRESS  '  X  '  T 
O  RETURN  TO  MENU": FOR  I  =1  TO  1000  :NEXT 
I 


104     COMPUTE!     May  1984 


265  CLS 

270  Z=0:ZZ=0 

275  COLOR  2:G0SUB  1100:G0SUB  1170:G0SUB 

1230:GOSUB  1260;  COLDR  Q  «2 

301  TR=0;ZZ=ZZ+1 

305  L=INT(RNDtl)«(R-S+l) )+S 

310  IF  D=3  AND  T=l  THEN  320 

315  K=INT(RNDtl)«(R-S+l>)+S 

320  F$=STR* (K> : W=0 

325  IF  K<L  THEN  W=5 

330  GOSUB  3000 

335  W=5 

337  IF  L>K  THEN  W=0 

340  F*=  STR*(L) 

345  GGSUB  3000 

346  ON  Q  GOSUB  6000,6000,6004 
350  IF  Q=l  THEN  M=K+L 

355  IF  Q=2  AND  K>=L  THEN  M=K-L 

360  IF  Q=2  AND  K<L  THEN  M=L-K 

365  IF  Q=3  THEN  I1=K*L 

380  GOSUB  740:MM=1:IF  M>9  THEN  MM=2 

385  IF  M>99  THEN  MM=3 

390  GOSUB  740 

393  V=0: COLOR  2  : GOSUB  1100; COLOR  Q«2 

394  FOR  A=l  TO  10: B*=INKEY*: NEXT 

395  FOR  J=0  TO  <MM-1) 

397  LOCATE  24,  30-4»J  :  PRINT""""  ; 
400  H*=INKEY« 

405  IF  H*="X"AND  ZZ=1  THEN  100 

406  IF  H*="X"  THEN  CLSs PRINT  B*"PERCENTA 
6E: " ; INT<Z/ CZZ-1 ) «100) : GOTO  120 

407  IF  H*=""  OR  H*<"0"  OR  H*>"9"  THEN  40 
0 

412  FOR  1=  21  TO  31:L0CATE  24,IiPRINT  SP 

«;  -.NEXT 

415  P=VAL  (H*):Y=20 

420  V=V+(P«10-'J)  :X=29-J«4:G0SUB  475:  NEXT 

J 
450  IF  M=V  THEN  470 

452  FOR  1=  20  TO  23:  LOCATE  1, 21: FOR  J=l 
TO  11:PRINT  SP*;:NEXT  J, I 
456  IF  TR  =1  THEN  460 

458  TR  =1: GOSUB  1500: GOSUB  770: GOTO  393 
460  M*  =STR*<M):X  =33:Y=20 
462  FOR  00=MM  TO  1  STEP  -1 

464  P  =  VAL  (MID*  (M«, (00+1 ) , 1 > ) 

465  X=X-4:60SUB  475:NEXT  00:REST0RE 

470  FOR  1=1  TO  750: NEXT: GOSUB  1230:  IF  T 
R=0  THEN  GOSUB  250O:: GOSUB  755:  Z=Z+1:G0 
SUB  6500 

471  GOSUB  2225:  GOTO  301 
475  LOCATE  Y,  X 

480  IF  P=0  THEN  GOSUB  720 

485  ON  P  GOSUB  500,525,555,585,610,633,6 

60 , 680, 700: RETURN 

500  PRINT  R*R*;:FOR  1=1  TO  4  :PRINT  S*D* 

L*; ;NEXT  : RETURN 

525  PRINT  S*StS*D$L*S«D*L*TB*L*L*TB*L«L* 

S*D*L*S*S*S*: RETURN 

555  PRINT  S*S*S«D«L*S*D*LtS*L4L*TB*D*L*L 

*S*S*S*: RETURN 

585  PRINT  LB*R*S*D*L*L*L«StS«S*D«L*S*D*L 

*S*: RETURN 

610  PRINT  StS*S«D«L»L*L*StBB*BB*D*L*S«D« 

L*L$L$S$S*S* : RETURN 

633  PRINT  S*S*S*D*L*L»L*S«BB*BB*D*L*L*L« 

SSR$S4D*L«L*L«S$S*S4; RETURN 

660  PRINT  S«S«S«DtL*S*D*L*L*S*D*L«L»S*:R 

ETURN 

680  PRINT  S«S«S«D*L«L*L«S$BB»S*D«L»L«L»S 


*R*S4DtL»LtL«S*S*St: RETURN 

700  PRINT  S*S«S»D*L«L*L*S«BB*B«D«LtS*D«L 

*S*: RETURN 

720  PRINT  S*S$S*D*LtL«L«S«R*S*D*L*L*LtSt 

R«S*D*L*L«L$S*S*S*: RETURN 

740  LOCATE  18, 21: FOR  1=1  TO  11:PRINT  BB« 

; : NEXT: RETURN 

755  LOCATE  4, 7: PRINT  "GOOD !": RETURN 

770  LOCATE  3, 8: PRINT  "TRY"  DtL*L*L*L*  "A 

GAIN" 

780  FOR  1=1000  TO  500  STEP  -250: SOUND  I, 

4: NEXT: FOR  TD=1  TO  500: NEXT: RETURN 

960  FOR  1=1  TO  4: LOCATE  X, I: PRINT  S«:NEX 

T: RETURN 

lOOO  CLS:LOCATE  7, 10: PRINT"DO  YOU  WISH  T 

0:  " 

lOlO  PRINT: PRINT: PRINT  C*"l>  PRACTICE  TI 

MES  TABLE" 

102O  PR I NT: PR I NT  C*"2>  RANDOM  NUMBERS 

1030  PRINT: PRINT: PRINT  C»" (ENTER  1  OR  2) 

";: INPUT  T: IF  T< 1  OR  T>2  THEN  PRINT  U*U* 

U*U»:GOTO  1030 

1050  IF  T=2  THEN  GOTO  190 

1060  CLS:PRINT:PRINT:PRINT  C*"ENTER  TIME 

S  TABLE" 

1070  PRINT: PRINT  C«" ( 1-14) ";: INPUT  K: IF 

K<1  OR  K>14  THEN  PRINT  U*USU$:60T0  1070 

1090  S=0:R=14:G0T0  263 

1100  FOR  1=  2  TO  6 

1110  READ  A  :READ  B 

1120  FOR  J=  1  TO  B 

1130  LOCATE  I,J+A  : PRINT  CHR«(176) 

1140  NEXT  J: NEXT  I : RESTORE: RETURN 

1170  LOCATE  7,4:FQR  1=  1  TO  11  :PRINT  TB 

t;:NEXT  ; RETURN 

1230  COLOR  2:L0CATE  5, 15:PRINT  CHR*(47)U 

*BB*BB*D«L*CHR$ (249) LBtDtL«LB*D»L*L«L*L* 

TBtTB*TB*; COLOR  Q«2: RETURN 

1240  LOCATE  7, 5; PRINT  St  ; LOCATE  7, 14s PR 

INT  S* 

1250  RETURN 

1260  COLOR  2: GOSUB  1240: LOCATE  8, 5: PRINT 

TBSTB*: LOCATE  8, 14: PRINT  TB*TB*: RETURN: 
COLOR  Q  *2 
1270  RETURN 
1500  FOR  1=4  TO  7:L0CATE  I,15:F0R  J=l  TO 

4: PRINT  SP*;:NEXT  J , I : RETURN 
2225  FOR  1=  9  TO  23: LOCATE  1,21:  FOR  J= 
1  TO  11  : PRINT  SP*;:NEXT  J, I: RETURN 
2500  COLOR  2:L0CATE  6, 17:PRINT  CHR*(126> 
: RETURN: COLOR  Q»2 

3000  COLOR  Qt2:X=29:IF  LEN  <F*) >2  THEN  3 
030 

3015  P=VAL  (MID*(F*,2, 1)) 
3020  Y=9+W: GOSUB  475 
3025  RETURN 

3030  P=VAL(MID*(F*,3,  D) 
3035  Y=9+W: GOSUB  475 
3040  P=VALCMID*(F»,2,  1) > 
3045  X=X~4: GOSUB  475 
3050  RETURN 

5000  DATA  6,5,5,7,4,9,3,11,3,11 
6000  LOCATE  14, 22: PRINT  S*D*L«L«S*S*S«D* 
L«L*S«; 

6002  IF  Q=2  THEN  PRINT  L*SP*U*U«L«SP* 

6003  RETURN 

6004  LOCATE  14, 21; PRINT  S*D*S«U*S«D*D«L« 
L«L«S*R*S«: RETURN 

6500  FOR  I=5O0  TO  lOOO  STEP  250: SOUND  I, 
4; NEXT: RETURN  © 


Moy19S<)     COMPirH!     105 


PENTOMINOS 

A  Puzzle-  Solving  Program 


Jim  Butterfield,  Associate  Editor 


Computers  can  solve  puzzles.  With  tlie  right  set  of 
instructions,  a  program  will  follow  the  same  logic  as 
humans,  trying  things  to  see  if  they  fit.  It's  interesting 
to  watch  the  computer  working  in  this  way. 

This  famous  puzzle  is  dealt  with  at  some  length  in 
Arthur  C.  Clarke's  novel  Imperial  Earth.  The  char- 
acters of  the  novel  don't  use  a  computer  to  solve  the 
puzzle. 

The  original  program  works  on  all  Commodore 
computers.  Additional  versions  are  included  here  for 
the  Atari,  IBM  PC  and  PCjr,  TI-99/4A,  Radio  Shack 
Color  Computer,  and  Apple. 

NOTE:  IBM,  TI,  Color  Computer,  and  Apple  users 
should  insert  lines  110-860  from  Program  1,  theCom- 
jnodore  version,  into  their  programs.  The  rem  state- 
ments at  the  ends  of  these  lines  should  be  ignored. 


Pentominos  are  like  dominos,  except  that  they 
are  made  up  of  five  elements  rather  than  two.  If 
we  put  five  squares  end  to  end  and  glued  them 
together,  we'd  get  a  long  strip,  often  called  the  i 
pentomino.  On  the  other  hand,  if  we  took  a  central 
square  and  glued  the  other  four  squares  to  the 
sides,  top,  and  bottom,  we'd  get  something  that 
looks  like  a  plus  sign,  which  many  people  call  the 
X  pentomino. 

Allowing  for  the  differences  that  are  caused 
by  rotating  or  turning  over  a  piece,  there  are  12 
different  pentominos.  They  are  shown  in  Figure  1; 
but  you  might  find  it  fun  to  try  discovering  them 
yourself  by  drawing  them  out  on  a  piece  of  paper. 
Most  of  them  look  a  little  like  letters — you  can  see 
a  T,  an  X,  and  a  W  among  them,  for  example. 

What's  The  Puzzle? 

The  12  different  pentominos,  each  with  an  area  of 

5  squares,  give  a  total  of  60  squares.  Suppose  you 
had  to  cut  these  pentominos  out  of  a  rectangle 

106    COMPlfrt!    May  1984 


without  wasting  any  space:  How  big  would  the 
rectangle  need  to  be? 

We  know  two  things:  The  total  area  is  60 
squares;  and  the  rectangle  must  be  at  least  three 
wide  (otherwise,  we  couldn't  cut  out  the  plus 
sign).  So  it  might  be  possible  to  get  all  the  pen- 
tominos from  a  rectangle  that  is  3  x  20,  or  4  x  15, 
or  5  X  12,  or  6  X  10.  As  it  turns  out,  we  can  do  it  in 
any  of  these  ways. 

We  can  turn  the  question  inside  out  and  put 
it  this  way:  Can  you  fit  all  12  pentominos  into  a 
rectangle  of  size:  3  x  20,  or  4  x  15,  or  5  x  12,  or 
6x10? 

The  Brain  Bender 

Don't  let  the  following  computer  program  take 
the  fun  out  of  the  puzzle  for  you.  Cut  the  pieces 
out  of  cardboard  and  try  your  hand  at  the  puzzle. 


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I  ordera.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES.  • 

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Q[Y|ERPR|2ES    ^^  '"°^^  ^^^  CUSTOMEflSI 

BOX  550,  BARRINGTON,  ILLINOIS  6001Q 
Phone  312/382-5244  to  order 


It's  an  interesting  way  to  wile  away  the  hours. 
6x10  and  5x12  are  not  too  hard;  4x15  will  make 
you  work;  and  3  x  20,  which  seems  at  first  to  be 
the  easiest,  proves  to  be  a  real  brain  bender. 

A  sample  solution  to  the  4x15  problem  is 
given  in  Figure  2. 


If  humans  can  waste  time  trying  to  fit  the 
pieces,  computers  can  do  it  too.  "Pentominos" 
does  not  run  at  blinding  speed;  it  tries  the  pieces 
at  about  the  same  speed  as  humans  do.  It's  dumber 
than  human  puzzle  solvers:  It  will  try  to  make  a 
piece  fit  in  places  we  know  instinctively  are  hope- 
less. But  the  computer  has  no  intuition:  It  will 
plod  along,  making  dumb  moves  until  it  finds  a 
combination  that  fits. 

The  program  tries  the  pieces  "visibly" — that 
is,  you  can  see  it  putting  the  pieces  in  place,  think- 
ing about  its  next  move,  and  then  taking  a  piece 
back  out  when  it  becomes  obvious  (even  to  the 
dumb  computer)  that  it  can't  work  there. 

In  a  moment  we'll  get  to  more  detail  on  how 
it  works.  The  computer  always  thinks  about  fitting 
the  upper-leftmost  empty  square,  and  it  will  tell 
you  which  piece  it  is  trying  to  fit  there;  that  piece's 
identity  will  be  shown  in  a  corner  of  the  screen. 
So  you  can  track  the  computer's  thoughts  if  you 
wish. 

It  can  take  a  few  minutes  or  several  hours  to 
find  the  next  solution.  This  program  is  a  good  one 
to  set  up  for  an  overnight  run.  You  might  want  to 
turn  off  your  TV  set  or  monitor  and  let  the  com- 
puter hum  away  quietly  all  by  itself. 

When  a  solution  is  found,  you  can  type  CONT 
at  any  blank  place  on  the  screen,  and  the  computer 
will  go  after  the  next  solution. 

How  It  Works 

The  pentominos  and  all  their  possible  rotations 
are  stored  in  DATA  statements.  Only  four  squares 
need  to  be  described  for  each  pentomino  rotation, 
since  the  information  gives  coordinates  based 
upon  the  starting  square. 

After  reading  in  the  data,  the  computer 
uses  the  following  logic.  Line  numbers  are  given 
for  those  who  would  like  to  try  examining  the 
program. 

1.  (Line  2010)  The  computer  looks  through 
the  list  of  pieces  to  find  the  first  one  that  isn't  being 
used.  Then  it  searches  the  board  for  a  blank 
square,  starting  at  the  left  and  searching  each 

112    COA/lPUni    Mav19S4 


column  top  to  bottom.  That's  the  next  place  it  will 
try  to  fit  a  piece.  If  it  can't  find  a  blank,  we  have  a 
solution  and  will  go  to  step  5. 

2.  (Line  2030)  The  piece  just  picked  is  set  to 
its  first  rotation. 

3.  (Line  2060)  The  computer  tries  to  fit  the 
piece  starting  at  the  square  it  has  identified.  If  it 
doesn't  fit,  it  will  skip  ahead  to  step  7. 

4.  (Line  2120)  The  piece  fits,  so  the  computer 
puts  it  onto  the  board,  onto  the  screen,  and  marks 
off  the  piece  as  used.  It  then  goes  back  to  step  1  to 
look  for  a  new  place  to  fit  pieces. 

5.  (Line  2170)  We  have  a  solution!  Stop  and 
wait  for  the  user  to  admire  us.  If  the  user  types 
CONT,  we'll  keep  going  into  step  6. 

6.  (Line  2190)  We've  reacheci  a  dead  end,  so 
we  go  back  and  remove  the  last  piece  placed  on 
the  board.  If  there  are  no  pieces  left,  we  quit;  at 
this  point  we  will  have  found  all  the  solutions. 

7.  (Line  2260)  Let's  rotate  the  current  piece  so 
that  we  can  try  it  in  a  different  way.  If  we  can  find 
a  new  rotation,  we  go  back  to  step  3  to  try  the 
piece.  If  not,  we  continue  to  step  8. 

8.  (Line  2300)  The  computer  looks  through 
the  list  of  pieces  to  find  the  next  piece  to  be  tried. 
Then  it  goes  back  to  step  2. 

Variables  And  Arrays 

If  you're  trying  to  read  the  program,  it  will  be 
worthwhile  to  have  some  information  on  variables 
and  arrays.  Here  are  some  useful  ones: 

Array  B(X,Y)  is  the  board.  If  the  value  is  zero, 
that  part  of  the  board  is  blank.  When  a  board 
square  is  used,  the  appropriate  value  in  this  array 
is  set  to  the  number  of  the  occupying  piece;  but 
the  important  thing  to  remember  is  that  it's  set  to 
nonzero. 

The  DATA  statements  show  all  rotations  of 
all  pieces.  They  are  transferred  to  arrays  X  and  Y: 

Arravs  X(rotation,C)  and  Y(rotation,C)  tell 
where  to  find  the  squares  (X  and  Y)  of  each  piece's 
rotation.  The  rotation  is  taken  from  the  DATA 
statements. 

Array  P(rotation)  tells  which  piece  is  involved 
for  each  rotation  of  the  above  table. 

Each  Piece  Has  Data 

Array  P$(piece)  is  the  name  of  the  piece. 

Array  S(piece)  tells  where  to  find  the  starting 
rotation  for  piece  X. 

Array  T(piece)  tells  which  rotation  is  currently 
being  used  (or  tried)  for  piece  X. 

Arrays  X2(piece)  and  X2(piece)  list  the  starting 
square  where  piece  A  has  been  placed. 

Tracking  The  Moves 

Array  U(move)  lists  the  pieces  in  the  order  in 
which  we  tried  them. 

The  piece  under  consideration  is  designated 


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-.      -»  .  ^.  . «  .  ^-      ^    «  ««,.  B       Program  1:  Pentominos  For  Commodore 

figure  Z:  Partial  Solution.  Ihe  Program  Will  Be  ^ 


Jr^ftg  To  Fit  The  Point  Marked  X. 


k 


Refer  to  the  "Automatic  Proofreader"  article  before  typing  this 
program  in. 


by  P;  its  current  rotation,  of  course,  will  be  T(P). 

When  we  place  a  piece,  we  log  it  into  array  U 
and  use  PI  to  keep  track  of  how  many  pieces  have 
been  used. 

Program  Variations 

The  program  could  be  speeded  up  significantly 
by  using  a  compiler  or  by  converting  it  to  machine 
language.  1  have  chosen  not  to  do  that  for  two 
reasons:  compatibility  and  readability. 

A  machine  language  version  would  neverthe- 
less be  quite  straightforward  to  write.  No  special 
math  or  other  logic  is  involved.  Such  a  program 
would  be  very  fast.  But  it  would  not  be  universal, 
since  different  machines  would  need  to  load  the 
program  into  different  memory  locations. 

If  you  go  for  many  solutions,  you  should 
realize  that  some  of  the  solutions  are  transforma- 
tions of  others.  Given  one  solution,  others  can  be 
found  by  inverting  it  left  to  right  or  top  to  bottom. 
This  means  that  each  solution  is  really  four  solu- 
tions; but  the  computer  will  find  each  of  the  four 
as  it  works.  If  this  is  not  desired,  the  extra  solutions 
can  be  eliminated  by  removing  all  but  two  of  the 
rotations  of  a  single  eight-rotation  piece.  That 
way,  the  reflected  solutions  couldn't  happen; 
That  piece  can  appear  in  only  one  orientation. 

For  example,  we  could  eliminate  reflected 
solutions  by  changing  line  770  to  DATA  R,2  and 
then  deleting  lines  800  to  850  inclusive. 

Malclng  It  Smarter 

The  program  would  run  faster  if  it  didn't  show  its 
moves  on  the  screen,  but  watching  it  work  is  most 
of  the  fun.  For  one  thing,  it  may  remind  you  of  an 
important  aspect  of  computers:  They're  dumb, 
but  they're  faithful. 

The  computer  will  lumber  along,  trying  dumb 
moves.  But  it  won't  get  tired,  and  it  will  eventually 
reach  the  solution. 

Yes,  we  could  add  extra  logic  to  make  the 
computer  smarter.  We  could  ask  the  computer  to 
scan  for  some  of  the  obviously  impossible  situa- 
tions that  it  does  not  recognize  at  all  with  the  pres- 
ent program.  But  there's  a  danger:  The  computer 
could  waste  more  time  being  smart  than  it  does 
being  dumb. 

Copyright  ©  1984  Jim  Buttcrfield 

114     COMPEJTE!     May1<?8d 


100  PRINT  CHRS(142)  ■' (CLR)  [5 

N0S(D0WNl" 
110  DATA  I , 2 

120  DATA  0,1,0,2,0,3,0,4 
130  DATA  1,0,2,0,3,0,4,0 
1 40  DATA  X , 1 

150  DATA  1,-1,1,0,2,0,1,1 
160  DATA  V,4 

170  DATA  0,1,0,2,1,0,2,0 
180  DATA  0,1,0,2,1,2,2,2 
190  DATA  1,0,2,0,2,1,2,2 
200  DATA  1,0,2,0,2,-1,2,-2 
210  DATA  T,4 

220  DATA  0,1,0,2,1,1,2,1 
230  DATA  1,0,1,1,2,0,1,2 
240  DATA  1,0,2,0,1,-1,1,-2 
250  DATA  2,-1,2,0,2,1,1,0 
260  DATA  W,4 

270  DATA  0,1,1,1,1,2,2,2 
280  DATA  1,0,1,1,2,1,2,2 
290  DATA  0,1,1,-1,1,0,2,-1 
300  DATA  1,-1,1,0,2,-2.2,-1 
310  DATA  U,4 

3  20  DATA  0,2,1,0,1,1,1,2 
330  DATA  2,0,0,1,1,1,2,1 
340  DATA  0,1,1,0,2,0,2,1 
3  50  DATA  1,0,0,1,0,2,1,2 
360  DATA  F,8 

370  DATA  0,1,1,-1,1,0,2,0 
380  DATA  1,-1,2,-1,1,0,1,1 
390  DATA  1,-1,1,0,1,1,2,1 
400  DATA  1,-1,1,0,2,0,2,1 
410  DATA  0,1,1,1,1,2,2,1 
420  DATA  1,0,1,1,2,1,1,2 
430  DATA  1,0,1,1,2,-1,2,0 
440  DATA  1,-2,1,-1.2,-1,1,0 
450  DATA  L,8 
460  DATA  1,0,2,0,3,0,3,1 
470  DATA  0,1,0,2,0,3,1,3 
480  DATA  1,-3,1,-2,1,-1,1,0 
490  DATA  1,0,2,0,3,0,3,-1 
500  DATA  1,0,2,0,3,0,0,1 
510  DATA  0,1,0,2,0,3,1,0 
520  DATA  0,1,1,1,2,1,3,1 
530  DATA  1,0,1,1,1,2,1,3 
540  DATA  Y,8 

550  DATA  0,1,0,2,0,3,1,1 
560  DATA  1,0,2,0,3,0,1,1 
570  DATA  1,-1,1,0,1,1,1,2 
580  DATA  1,-1,1,0,2,0,3,0 
590  DATA  0,1,0,2,0,3,1,2 
600  DATA  1,0,2,0,3,0,2,1 
610  DATA  1,-2,1,-1,1,0,1,1 
620  DATA  1,0,2,0,3,0,2,-1 
630  DATA  Z,4 

640  DATA  0,1,1,1,2,1,2,2 
650  DATA  1,0,1,1,1,2,2,2 
660  DATA  1,-2,1,-1,1,0,2,-2 
670  DATA  2,-1,1,0,2,0,0,1 
680  DATA  P,8 

690  DATA  0,1,1,0,1,1,2,0 
700  DATA  1,0,0,1,1,1,0,2 
710  DATA  0,1,1,0,1,1,1,2 
7  20  DATA  1,0,0,1,1,1,2,1 
730  DATA  1,-1,1,0,2,-1,2,0 
740  DATA  1,-1,1,0,0,1,1,1 
750  DATA  0,1,0,2,1,1, 1,2 


RIGHT  iPENTTOMI 
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rem 

115 

rem 

110 

2270 

rem 

119 

2280 

rem 

120 

2290 

rem 

247 

2300 

rem 

154 

2310 

rem 

114 

2320 

rem 

115 

3000 

rem 

206 

rem 

204 

3010 

:rem  85 

3200 

rem 

138 

3210 

; rem  40 

3220 

13), 

S(l 

3230 

: rem  36 

3500 

760  DATA  1,0,2,0,1,1,2,1 
770  DATA  R,B 

780  DATA  0,1,0,2,1,2,1,3 
790  DATA  1,0,2,0,2,1,3,1 
800  DATA  1,-1,1,0,2,-1,3,-1 
810  DATA  1,-1,1,0,0,1,0,2 
820  DATA  0,1,1,1,1,2,1,3 
830  DATA  1,0,1,1,2,1,3,1 
840  DATA  1,0,2,-1,2,0,3,-1 
850  DATA  1,-2,1,-1,1,0,0,1 
860  DATA  A,0 

870  V.?  =  "  (HOME}  [13  down}" 
880  H5  =  "{23  right}  " 

1000  DIM  X(63,4),Y(63,4),P(64),P$(13),S(1 
3),T(13),B(6,20) 

1001  DIM  X1(5),Y1(5),X2(12),Y2(12),U(12) 

: rem  241 
1010  READ  P$,N:IF  N=0  fiOTO  1070  ; rem  81 
1020  T=T+1 :P$(T)=P5:S(T)=V+1  : rem  41 
1030  FOR  J=V+1  TO  V+N:P(J)=T  : rem  12 
1040  FOR  K=0  TO  3:READ  X( J,K ) , Y( J, K) :NEXT 
K,J  : rem  203 

1050  V=V+N:  PRINT  P$  ,-  :  rem  158 

1060  GOTO  1010  : rem  194 

1070  PRINTLEFT$(V$, 5) ; : PRINT"CHOOSE : 

{down}"  ;rem  34 

1080  FOR  J=3  TO  6:  PRINT  J,- "BY"  ;  60/J;  " 

EdOWN}":NEXT  J  :rem  219 

1090  INPUT  "SELECT  3  THRU  6";W1   : rem  205 
1100  IF  Wl<3  OR  Wl>6  OR  W1<>INT(W1)  GOTO 

{SPACE) 1070  :rem  77 

1110  VJ2=60/W1  :rem  166 

1120  PRINT  "(CLR}"  :rera  40 

2000  REM  FIND  NEW  SPACE  TO  FILL   : rem  231 
2010  GOSUB  3000:P=J:GOSUB  3200:IF  X1>W2  G 

OTO  2170  :rem  178 

2020  REM  GET  A  NEW  PIECE  : rem  25 

2030  TCP)=S(P)  :rem  235 

2040  PRINT  "{HOME}" ;P$(P) ; " {11  DOWN?" 

: rem  52 
2050  REM  TRY  FITTING  PIECE  : rem  37 
2060  CS=P$(P) :X1(0)=X1:Y1(0)=Y1:FOR  J=l  T 

0  4  : rem  71 

2070  X=X(T(P),J-1)+X1:Y=Y(T(P),J-1)+Y1:X1 

(J)=X:Y1(J)=Y  :rem  100 

2080  IF  X<1  OR  Y<1  OR  X>N2  OR  Y>W1  GOTO  2 

260  :rem  8 

2090  IF  B(Y,X)<>0  GOTO  2260       : rem  119 
2100  NEXT  J  :rem  76 

2110  REM  IT  FITS  -  PUT  PIECE  IN  PLACE 

;  rem  3 
2120  B=P:FOR  J=0  TO  4  : rem  67 

2130  X=X1(J):Y=Y1(J):G0SUB  3500   :rem  246 
2140  NEXT  J  : rem  80 

2150  X2(P)=Xl:Y2(P)=Yl:Pl=Pl+l;U(Pl)=P:GO 

TO  2010  :rem  223 

2160  REM  BOARD  FILLED  : rem  197 

2170  PRINT  "[HOME} {2  SPACES } SOLUTION" ;: EN 

D  : rem  119 

2180  REM  UNDRAW  LAST  ONE  : rem  150 

2190  P=U(P1) :U(P1)=0:P1=P1-1:IF  P1<0  THEN 

PRINT"THAT'S  ALL": END       : rem  112 

2200  B=0:X=X2(P) :Y=Y2(P) :C$="  ":GOSUB  350 

0  ;rem  13 

2210  X1=X:Y1=Y:F0R  J=l  TO  4       : rem  237 
2220  X=X(T(P),J-1)+X1:Y=Y(T(P),J-1)+Y1:X1 

(J)=X!Y1(J)=Y  :rem  97 

2230  GOSUB  3500  : rem  15 

2240  NEXT  J  : rem  81 

2250  REM  ROTATE  THE  PIECE         : rem  195 
2260  T{P)=T(P)+1:IF  P(T(P))=P  GOTO  2060 


3510 


REM  GIVE  UP  ON  PIECE 

T(P)=0 

REM  LOOK  FOR  NEW  PIECE 

P=P+1:IF  P>12  GOTO  2190 

IF  T(P) <>0  GOTO  2300 

GOTO  2030 

FOR  J=l  TO  12: IF  T(J)<>0  THEN 

RETURN  : 

FOR  Xl=l  TO  W2:F0R  Yl=l  TO  Wl 

IF  B(Y1,X1)=0  GOTO  3230  : 
NEXT  Y1,X1 

RETURN  : 
PRINT  LEFT5(V$,Y+2) ;LEFT$CH$, 

(Y,X)=B  : 

RETURN  : 


: rem  58 
rem  130 
:  rem  45 
:rem  29 
rem  189 
rem  242 
rem  197 
NEXT  J 
rem  130 
rem  164 
:rem  19 
rem  149 
: rem  69 
rem  168 
X) ;C5:B 
rem  231 
rem  169 


Program  2:  Pentominos  For  Atari 


Refer  to  the  "Automatic  Proofreader"  article  before  typing  this 
program  in. 

FEiei0  PRINT  "<CLEAR>PLEASE  MAIT...  1 
NITIALIZING  ARRAVS-jPOKE  752, li 
PDSI T ION  0,0 

FD  1  10  DATA   1  ,  2 


GL  120  DATA  0 

SN  130  DATA  1 

BE  140  DATA  X 

JI  150  DATA  1 

GH  160  DATA  V 

6«  1  70  DATA  0 

H6  180  DATA  0 

HC  190  DATA  1 

«E  200  DATA  1 

6B210  DATA  T 

BK  220  DATA  0 

GL230  DATA  1 

HG  240  DATA  1 

JL  250  DATA  2 

GJ  260  DATA  W 

HB  270  DATA  0 

HC  280  DATA  1 

UK  290  DATA  0 

PC  300  DATA  1 

6D310  DATA  U 

BL  320  DATA  0 

Gn  330  DATA  2 

611340  DATA  0 

SN  350  DATA  1 

FN  360  DATA  F 

JL370  DATA  0 

NL3B0  DATA  1 

JP  390  DATA  1 

JH  400  DATA  1 

Gft410  DATA  0 

m 420  DATA  1 

JK  430  DATA  1 

PG  440  DATA  1 

6tt4S0  DATA  L 

HC  460  DATA  1 

HD  470  DATA  0 

PL  480  DATA  1 

KC  490  DATA  1 

6t:  50  0  DATA  1 

BL510  DATA  0 

fiP520  DATA  0 

m 530  DATA  1 

HA  540  DATA  V 

Hfi  550  DATA  0 

HB560  DATA  1 

JP  570  DATA  1 

KA  58  0  DATA  1 

HF  590  DATA  0 


1,0,2,0,3,0, 4 

0,2,0,3,0,4,0 

1 

-1,1,0,2,0,1,1 

4 

1,0, 2, 1,0,2,0 

1,0,2.1,2,2,2 

0,2,0,2, 1,2,2 

0,2, 0,2,-1,2,-2 

4 

1,0,2,1,1,2,1 

0,1,1,2,0,1,2 

0,2,0, 1,-i, 1,-2 

-1,2,0,2, 1, 1,0 

4 

1,1,1,1,2,2,2 

0,1,  1,2,  1,2,2 

1,1,-1,1,0,2,-1 

-1, 1,0,2,-2,2,-1 

4 

2,1,0,1,1,1,2 

0,0, 1 , 1, 1,2, 1 

1, 1,0,2,0,2, 1 

0,0,1,0,2,1,2 

8 

1,  1,-1,  1,0,2,0 

-1,2,-1,1,0,1,1 

-1,1,0,1,1,2,1 

-1, 1,0,2,0,2, 1 

1, 1, 1, 1,2,2, 1 

0,1,1,2,1,1,2 

0,1,1,2,-1,2,0 

-2,1,-1,2,-1,1,0 

a 

0,2,0,3,0,3,1 

1,0,2,0,3,1,3 

-3, 1,-2,1,-1,1,0 

0,2,0,3,0,3,-1 

0.2,0, 3,0,0, 1 

1,0.2,0,3.1,0 

1, 1, 1,2, 1,3, 1 

0,1,1,1,2,1,3 

8 

1,0,2,0,3,1,1 

0,2,0,3,0, 1, 1 

-1,1,0,1,1,1,2 

-1, 1 , 0, 2,0, 3,0 

1.0,2,0,3,1,2 


116    COMPUTE!     Mav1<?84 


CodBPro-64(c)19a3.  SMA 

Overview 

0  —  Using  CodePro-64 

1  —  CBM-64  Keyboard  Review 

BASIC  Tutorial 

2  —  Introduction  to  BASIC 

3  —  BASIC  Commands 

4  —  BASIC  Statements 

5  —  BASIC  Functions 

Graphics  &  Music 

6  -  Keyboard  GRAPHICS 

7  —  Introduction  to  SPRITES 
e  —  SPRITE  Generator 

9  —  SPRITE  Demonslralor 
A  -  Introduction  lo  MUSIC 
B  —  MUSIC  Generator 
C  —  MUSIC  Demonstrator 

Other  Options 

K  —  Keyword  Inquiry 

R  —  Run  Sample  Programs 


A  new  concept 
in  interactive  visual 
learning. 

CodePro-64 


Now  you  can  leam  to  code  in  BASIC  and 
develop  advanced  programming  skills  with 
graphics,  sprites  and  music— visually.  You 
leam  by  interacting  with  CodePro-64,  a  new 
concept  in  interactive  visual  learning. 
SEE  PROGRAM  EXECUTION 

Imagine  actually  seeing  BASIC  state- 
ments execute.  CodePro-64  guides  you 
through  structured  examples  of  BASIC  pro- 
gram segments.  You  enter  the  requested  data 
or  let  CodePrc^64  do  the  typi  ng  for  you .  (It 
will  not  let  you  make  a  mistake.) 

You  step  through  and  actually  see  the 
execution  of  sample  program  statements  by 
simply  pressing  the  space  bar.  CodePro-64 
does  the  rest.  You  see  statements  with  cor- 
responding graphics  and  variable  value 
displays. 

EXTENSIVE  TUTORIAL 

CodePro-64's  extensive  tutorial  guides 
you  through  each  BASIC  command,  pro- 
gram statement,  and  function.  You  get  clear 
explanations.  Where  appropriate,  you  invoke 
BasicView  to  see  examples  execute  and 
watch  their  flow  charts  and  variables  change. 

By  seeing  graphic  displays  of  program  seg- 
ment execution  you  leam  by  visual  example. 
You  leam  faster  and  grasp  programming 
concepts  easierwith  CodePro-64  because 
you  immediately  see  the  results  of  your  input. 

You  control  your  learning.  You  can  go 
through  the  tutorial  sequentially,  or  return  to 
the  main  menu  and  select  different  topics,  or 
use  keywords  to  select  language  elements  to 
study.  You  can  page  back  and  fort;h  between 
screens  within  a  topic  at  the  touch  of  a  func- 
tion key. 

Once  you  have  practiced  and  mastered  the 
BASIC  language  elements  you  move  on  to 


more  advanced  concepts.  You  leam  about 

sprite  and  music  programming. 

SPRITE  GENERATOR 
&  DEMONSTRATOR 

CodePro-64's  sprite  generator  lets  >'ou 
define  your  own  sprites  on  the  screen.  You 
leam  how  to  define  sprites  and  what  data 
values  conespond  to  your  spri  te  defi  nitions. 
(You  can  then  save  your  sprite  data  to  a 
diskette  file  for  use  in  your  own  programs.) 
You  can  easily  experimentvnth  different 
definitions  and  make  changes  to  imme- 
diately see  the  effects. 

We  also  help  you  leam  to  program  with 
sprites  by  giving  you  a  sprite  demonstratorso 
you  can  see  the  effect  of  changing  register 
values.  You  can  experiment  by  moving  your 
sprite  around  in  a  screen  segment,  change  its 
color  and  see  the  effects  of  your  changes.  You 
leam  by  visual  examples. 

MUSIC  GENERATOR 
&  DEMONSTRATOR 

Our  Music  Generator  and  A/usc  Demon- 
slratorvAW  provide  hours  of  instruction  and 
creative  enjoyment.  FVom  the  beginning  of 
your  instruction  you  can  compose  simple 
tunes  on  the  screen  using  the  generator. 
Once  you've  completed  a  composition  you 
can  save  the  tune  and  its  associated  SID 
parameter  to  a  diskette  file.  Our  music  sam- 


OUR  GUARANTEE 

We  guarantee  your  satisfaction.  You 
must  be  satisfied  with  CodePro-64  for 
the  Commodore^.  Try  it  for  10  days 
and  if  for  any  reason  you  are  not  satisfied 
return  it  to  us  (undamaged)  for  a  full 
KfunLNofisk 


pie  program  can  be  used  alone  or  incorpo- 
rated into  your  own  programs  to  read  the 
saved  music  file  and  replay  your  songs. 

Our  music  demonstator  lets  you  experi- 
ment with  various  combinations  of  music 
programming  parameters  and  hear  the 
results.  All  you  do  is  enter  rows  of  SID 
parameters  on  the  screen  to  create  a  particu- 
lar sound.  Then  you  hear  each  sound  by 
playing  the  "keyboard  organ"  m  real  time  as 
you  shift  fifom  row  to  row  of  SID  parameters. 
By  seeing  your  input  andhearingthe  result 
you  quickly  leam  how  to  create  new  musical 
sounds  and  special  sound  effects. 

Whether  you're  a  begnning  programmer 
or  an  experienced  professional,  CodePro-64 
will  help  you  improve  you  Commodore  64 
programming  skills.  We're  sure  because 
CodePn>64  was  developed  by  a  team  of  two 
professionals  with  ouer  25 years  of  software 
development  experience. 

CodePro-64  is  a  professional  quality  edu- 
cational program  for  the  serious  student  of 
persona]  computing.  And  it's  fully  guaran- 
teed. Order  yours  today. 

HOW  TO  ORDER 

Order  your  copy  of  CodePro-64  today  by 
mai  I  or  phone.  Send  only  $59.95  plus  $3.CK) 
shipping  and  handling  to: 

SYSTEMS  MANAGEMENT  ASSOCIATES 

37(X)  Computer  Drive,  Dept.  G-1 
Raleigh,  N.C.  27609 

Available  on  diskette  only.  MasterCard/- 
VISA  accepted.  For  faster  service  on  credit 
card  orders,  call  toll  free  1-800  SMA-RUSH. 
(1-800-762-7874).  Dealer  inquiries  invited 

Commodore 64  isa  tradeinarkof  Commodore  Business 
Machines,  Inc. 


/.  A    .     SYSTEMS 

MANAGEMENT 
ASSOCIATES 


BH  600 

HH  610 

Jh  6  20 

GN  630 

HC  64  0 

HD  650 

FL  660 

JP  670 

BM  680 

HD  690 

6L  700 

6N  710 

60  720 

hi:  7  30 

in  740 

HC  750 

HD  760 

BD  770 

KH  780 

HI  790 

PH  800 

Jf   8  10 

HC  820 

HD  830 

no  840 

m  850 

FF  860 

HE  100  0 

DATA  1,0,2,0,3,0,2,1  EM  2 1 00  NEXT  J 

ftD2110  REM  IT  FITS  -  PUT  PIECE  IN  PLA 


DATA  i ,  -2,  1,-1,1,0,1,1 
DATA  1,0,2,0,3,0,2,-1 
DATA  Z , 4 

DATA  0,1,1,1,2,1,2,2 
DATA  1,0,1,1,1,2,2,2 
DATA  1,-2,1,-1,1,0,2.-2 
DATA  2,-1,1,0,2,0,0,1 
DATA  P . 8 

DATA  0,1,1,0,1,1,2,0 
DATA  1,0,0,1,1,1,0,2 
DATA  0,1,1,0,1,1,1,2 
DATA  1,0,0,1,1,1,2,1 
DATA  1,-1,1,0,2,-1,2,0 
DATA  1,-1,1,0,0,1,1,1 
DATA  0,1,0,2,1,1,1,2 
DATA  1,0,2,0,1,1,2,1 
DATA  R,8 

DATA  0,1,0,2,1,2,1,3 
DATA  1,0,2,0,2,1,3,1 
DATA  1,-1,1,0,2,-1,3,-1 
DATA  1,-1,1,0,0,1,0,2 
DATA  0,1,1,1,1,2,1,3 
DATA  1,0.1,1,2,1,3,1 
DATA  1,0,2,-1,2,0,3,-1 
DATA  1,-2,1,-1,1,0,0,1 
DATA  A,0 

DIM  X  t63, 4)  , Y (63, 4>  , P (64)  , PP«  ( 

13) , S( 13) , T ( 13J , B (6, 20) 
CI  1001  DIM  XI  (5)  .  Yl  (5)  ,  X2  (  12)  ,  Y2  (  12)  , 

U(12),Ct(l),P*(l) 
HP  1002  Z=0:FOR  1=0  TD  63  :  P  (  I  )  =  Z  :  FOR  J 

=  0     TO     4:  X  (  I  , J  )  =Z: Y  (  I  , J) =Z: NEXT 
J : NEXT     I 
Bfi 1003     P(64)=Z:FOR     1=0    TO     12;S(I)=Z:T 

(I)=Z:X2(1)=Z:Y2CI)=Z;U(I)=Z:N 

EXT  I : S (13)=Z: T ( 13)=Z 
B^.  1004  FDR  1=0  TD  6:F0R  J=0  TO  20:B(I 

,J)=Z:NEXT  J:NEXT  I  i FOR  1=0  TO 
5:  Xi  (  I  ) =Z: Yl  ( n  =Z:NEXT  I 
GD  1005  PRINT  ■' {CLEAR]  ":  POSITION  15,0; 

PRINT  "PENTDMINOB" : PRINT 

READ  P$,N:IF  N=0  THEN  1070 

T=T+l:PPt(T,T)=P*:S(T)=V+l 

FDR     J=V+i     TD     V  +  N:P(J)=T  100    CLSiPRINT    "  PENTOMINDS" :  P 

FOR     K=0     TO     3:READ     L,M:XCJ,K>=L        RINT 

:  Y  (  J,K)  =M:  NEXT     KsNEXT     J  lOOO    DIM    X  (63,  4i  ,  V  (63,  4)  ,  F  (64)  ,  P*  ( 13)  .  S  ( 

V  =  V  +  N:FRINT     Pt;  13)  ,  T  (  13)  ,  B  (6,  20) 

GOTO  1010  1001  DIM  XI (5) ,Y1 (5) ,X2(12) ,Y2(12) ,U(12> 


EH 

1  0  1  0 

PJ 

ISI20 

a 

1  0  30 

DI 

1040 

JO 

1050 

HC 

1060 

JK 

1070 

CE 
ED2120  B  =  P:FaR  J=0  TO  4 
FS2130  X  =  X  1  (  J  )  :  Y  =  Y1  (  J  >  :  GDSUB  3500 
Ffl  2  1  40  NEXT  J 
HP  21  50  X2{P)=X1;Y2(P>=Y1:P1=P1  +  1:U(P1 

)=P:GOTO  2010 
I1f2160  REM  BOARD  FILLED 
Sf2170  POSITION  0,12:PRINT  "SOLUTION" 

; : POKE  752, 0: END 
JS2180  REM  UNDRAW  LAST  DNE 
HS2190  P  =  U  (PI  >  :  IJ  (PI  )  =0:  P1=P1-1  :  IF  Pl< 

0  THEN  PRINT  "THAT'S  ALL"-END 
(1112200  B  =  0:  X  =  X2  (P)  :  Y  =  Y2  (P)  :  C«="   "  :  BOS 

UB  3500 
aN2210  X  1  =  X  :  Y1=Y:  FOR  J=l  TO  4 
SB  2220  X  =  X  (T(P>  ,J-l)+Xl:Y  =  y(T(P>  ,J-1) 

+  Y1  :  X  1  (  J  >  =X : Yl  (J ) =Y 
flp  2230  GDSUB  3500 
FB  2240  NEXT  J 

HO  2250  REM  ROTATE  THE  PIECE 
5J  2260  T  (P)  =T  (P) +1  :  IF  P  (  T  (  P  )  )  =P  THEN 

GOTO  2060 
iC2270  REM  GIVE  UP  ON  PIECE 
CO22B0  T(P)=0 

BN  2290  REM  LOOK  FOR  NEW  PIECE 
QK2300  P  =  P+1:IF  P>12  THEN  GOTO  2190 
0123  10  IF  T(P)<>0  THEN  2300 
«F  2320  GOTO  2030 
IC  3000  FOR  J=l  TO  12:IF  T<J)<>0  THEN 

NEXT  J 
iE  30  10  RETURN 

6l'  3200  FDR  Xl  =  l   TO  W2tFOR  Yl  =  l  TO  Wl 
IL3210  IF  B(Y1,X1)=0  THEN  3230 
JC  3220  NEXT  Y1:NEXT  XI 
H  3230  RETURN 
HQ  3500  POSITION  X,Y*-2:PRINT  C*:B(Y,X) 

=  B 
(i  35  10  RETURN 

Program  3:  Pentominos  For  IBM  PC/PCjr 

Insert  lilies  n 0-860  from  tlic  Coiiimiukm'  ivrsiim  (PiVfiniiu  1). 


1010    READ    P*,N:IF    N=0    GOTO    1070 


POSITION      1,S:PRINT     "CHOOSE:":! 
EL   1080     FOR^J  =  Z.     TD     6:PRINT     J:"     BY      "  ;  60  1020    T  =  T.l :  F*  ( T ,  =P*:  S  (T)  =^^1 


Jf    1090 
KH   1  100 


PRINt'^^'RINT      "SELECT     3     THRU     6:  1040    FDR    K=0    TO    3:READ    X  ( J  .  K)  ,  Y  ( J  .  K)  :  NEX 

T    p;,J 


1O70    LOCATE    5, 1 : PR  INT "CHOOSE: ": PRINT 


" ; : INPUT     Wl 

IF     WK3     OR     Wi>6    OR     W1<>INT(W1)  1050    V=V+N:PRINT    Pt: 

THEN    GOTO     1070  ^OhO    GDTD_101_0 
i'Citi0     LJ2  =  £j0/Wl 

BC1120     PRINT     "CCLEARJ"  1080    FOR    J=3    TD    6:PRINT    J ;  "BY"  :  60/ J ;  "  "  :  P 

DH2000     REM     FIND     NEW     SPACE     TD    FILL  RINT:NEXT    J 

06  2010     GOSUB     3000:P  =  J:GDSUB     3200:  IF     X  1090    INPUT    "SELECT    3    THRU    6";W1 

1>„2     THEN     GOTO     2170  UOO    IF    WK3    OR    Wl>6    OR    WlOINTtWl)     GOTO 
BJ  2020     REM     GET     A     NEW     PIECE  107O 

OL2030     T(P)=S(P)  mo    W2=60/W1 

HP  2040     POSITION     1,1:PRINT     PP*(P,P):PO  1  120    CLS 

^^^^^^     ^      ^^  „^.^^^^    ^^^^    l_j^j,    l^^j^    SPACE    TO    FILL 

CF2050     REM     TRY     FITTING     PIECE  2010    GDSUB    3000:  P=J :  GOSUB    3200:  IF    X1>W2 

BD  2060     C«  =  PPt  (P,P)  :  XI  (0)=X1:  Yl  (0)  =Y1  :  GOTO    2170 

FOR     J=l     TO     4  2020    REM    GET    A    NEW    PIECE 

GE  2070     X  =  X  (TCP)  .  J-1)+X1:Y  =  Y(T(P)  ,  J-1)  2030    T  (P)  =S  (P)  ^    „,  ,^, 

+  Y1-X1  CJ)=X:Y1  (J)=Y  2040    LOCATE    KUPRINT    P*(P) 

1)H-:'0B0     IF     X-'l     OR     Y<1     OR     X>W2     OR     Y>W1  2050    REM    TRY    FITTING    PIECE 

THEN     GOTO     2260  2060    Ct=P*  (P)  :  X  1  (0)  =X  1 :  Y  1  (0)  =Y1  :  FOR    J  =  l 

t;e2090     IF     B(Y,X)<>0     THEN     GOTO     2260  TO    4 
118    COMPUH!     IVIOV1984 


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2070  X  =  X (Tip)  , J-1 )+Xl : Y=Y(T  iP) , J-I ) +Y1 : X 

1 (J)=X: Yl (J)=Y 

20BO  IF  X<1  OR  Y<1  OR  X >W2  OR  Y>W1  GOTO 

2260 

2090  IF  B(Y,X)<>0  6DTD  2260 

2100  NEXT  J 

21 lO  REM  IT  FITS  -  PUT  PIECE  IN  PLACE 

2120  e=P:FaR  J=0  TO  4 

2130  X=X1 CJ) : Y=Y1 (J) :GOSUB  3500 

2140  NEXT  J 

2150  X2(P)=X1:  Y2(P)=Y1-.  P1=P1  +  1  :U(PI  )=P:B 

DTD  2010 

2160  REM  BOARD  FILLED 

2170  LOCATE  15,1: PR I  NT  "   SOLUTION" ;: END 

2180  REM  UNDRAW  LAST  ONE 

2190  P=U(P1)  :UiPl)=0:  P1=P1-1:  IF  PKO  THE 

N  PRINT"THAT^S  ALL": END 

2200  B=0: X=X2 (P) : Y=Y2(P) :C5="  " : GDSUB  35 

00 

2210  X1=X: Y1=Y:F0R  J=l  TO  4 

2220  X=X (T(P) , J-1)+X1 : Y=Y(T (P) , J-1 ) +Y1 : X 

1 (J)=X: Yl (J)=Y 

2230  GOSUB  3500 

2240  NEXT  J 

2250  REM  ROTATE  THE  PIECE 

2260  T(P)=T(P)+1: IF  P(T(P))=P  GOTO  2060 

2270  REM  GIVE  UP  DN  PIECE 

2280  TiP)=0 

2290  REM  LOOK  FOR  NEW  PIECE 

2300  P=P+1:1F  PM2  GOTO  2190 

2310  IF  T(P)<>0  GOTO  2300 

2320  GOTO  2030 

3000  FOR  J  =  l  TO  12:  IF  T(J).:>0  THEN  NEXT 

J 

3010  RETURN 

3200  FOR  A  1  =  1  TO  W2:FOR  Yl  =  l  TO  Wl 

3210  IF  B(Y1.X1)=0  GOTO  3230 

3220  NEXT  Yl . XI 

3230  RETURN 

3500  LOCATE  Y+2,X: PRINT  C*:B(Y,X>=B 

35 lO  RETURN 

Program  4:  Pentominos  ForTl-99/4A 

Insert  Ihies  110-860  from  the  Coiiiiuodorf  uer^iioii  (Program  1). 

fNote:  Ifufing  n  dbk  drive,  ti/pe  CALL  FILES(l)  before  loadin-^ 

and  nin)iiug  flm  pnij^rniuj 

40     CALL     CLEAR 

50  PRINT  "ta  SPACESJPENTQMINOS" :   : 

60  GOTO  870 

70  FDR  1=1  TO  LEN(A*) 

80  CALL  HCHARtROW, COL+I , ASC (SEG«(A« 

,  I  ,  1  >  )  ) 
90  NEXT  I 
100  RETURN 
870  DIM  XX (63,4) , yY(63, 4> ,PP<64) ,PP 

«<13)  ,SS(13)  .TT(  13)  ,BB(6,20> 
B80  DIM  XXI  (5>  , YYl  (5)  ,  XX2  (  12>  , YY2<  1 

2)  , UU  C  12) 
890  CT=5 
900  READ  P*,N 
910  IF  N=0  THEN  1040 
920  T=T+1 
930  PP*(T)=P* 
940  SS (T) =V+1 
950  FDR  J=V+1  TO  V+N 
960  PP  C J) =T 
970  FDR  K=0  TD  3 
980  READ  XX  (  J ,K)  , YY  (  J , K) 
990  NEXT  K 
1000  NEXT  J 
1010  V=V+N 
1020  PRINT  P*; 


1030  GOTO  900 

1040  CALL  CLEAR 

1050  PRINT  ■'  CHOOSE:":   : 

1060  FOR  J=3  TO  6 

1070  PRINT  J;"  BY  ";60/J 

1080  NEXT  J 

1090  PRINT 

1100  INPUT  ■■  SELECT  3  THRU  6:   "  :  W 1 

1110  IF  (  Wl<3)  +  <W1  >6)  +  (WIOINT  (Wl  )  ) 

THEN  1040 
1 120  W2=60/W1 
1130  CALL  CLEAR 

1140  REM  FIND  NEW  SPACE  TD  FILL 
1150  GOSUB  1930 
1160  P=J 
1170  GDSUB  1970 
1180  IF  X1>W2  THEN  1500 
1190  REM  GET  A  NEW  PIECE 
1200  TT (P) =SS (P) 
1210  ROW=CT 
1220  COL=5+CT 
1230  A«=PP*(P) 
1240  GOSUB  70 

1250  REM  TRY  FITTING  PIECE 
1260  C*=PPt(P) 
1270  XXI (0) =X1 
1280  YYl (0) =Y1 
1290  FDR  J=l  TO  4 
1300  X=XX CTT (P) , J-1 ) +X1 
1310  Y=YY (TT (P) , J-1 ) +Y1 
1320  XXI ( J ) =X 
1330  YYl C J ) =Y 
1340  IF   (X< 1  )  +  (  Y<  1 >  +  (X >W2)  +  ( Y>W1  ) TH 

EN  1840 
1350  IF  BB(Y,X)<>0  THEN  1840 
1360  NEXT  J 
1370  REM  IT  FITS  -  PUT  PIECE  IN  PLA 

CE 
1380  B=P 
1390  FOR  J=0  TO  4 

14  00X=XX1CJ) 
1410  Y  =  YY1  (  J ) 
1420  GOSUB  2030 
1430  NEXT  J 

1 440  XX2 (P) =X 1 

1450  YY2(P)=Y1 

1460  P1=P1+1 

1470  UU(P1)=P 

14B0  GOTO  1 1 50 

1490  REM  BOARD  FILLED 

15  00  ROW=15 
1510  C0L=5+CT 
1520  A*="50LUTI0N" 
1530  GDSUB  70 
1540  R0W=17 

1550  C0L=5 

1560  A*="FIND  ANOTHER  SOLUTION?" 

1570  GOSUB  70 

1530  CALL  KEY<3,K,S) 

1590  IF  S<>1  THEN  15B0 

1600  IF  CHR*(K>="Y"  THEN  1620 

1610  END 

1620  REM  UNDRAW  LAST  ONE 

1630  P=UU(P1) 

1640  UU  (PI  >  =0 

1650  P1=P1-1 

1660  IF  P1>=0  THEN  1690 

1670  PRINT  "THAT'S  ALL" 

1680  STOP 

1690  B=0 

17  00  X=XX2(P) 


120    COMPUre    May1<?e4 


THE  PIECE 


THEN  12ia 
PIECE 

PIECE 


THEN  2020 


1710  Y  =  YY2  CP) 

1720  C$="   '■ 

1730  GOSUB  2030 

1  740  X 1  =  X 

1750  Y1=Y 

1760  FDR  J=l  TO  4 

1770  X=XX (TT (P) , J- 1 ) +X 1 

1780  V=YY ( TT (P J , J- 1 ) +Y 1 

1 790  XXI ( J ) =X 

1800  YVl ( J ) =Y 

1810  B05UB  2030 

1820  NEXT  J 

1830  rem'  rotate 

1840  TT (P) =TT  (P )  +1 

1B50  IF  PP  (  TT  (P)  ) =P 

1860  REM  GIVE  UP  ON 

1870  TT(P>=0 

1880  REM  LOOK  FOR  NEW 

1  8  *?  0  P  =  P  4-  1 

1900  IF  P>12   THEN   1  & 3 0 

1910  IF   TT(P)<;0  THEN   1B90 

1920  GOTO   1200 

1930  FOR  J=l   TO   12 

1940  IF   TT(J)=0  THEN   1960 

1950  NEXT   J 

1960  RETURN 

1970  FOR  Xl=l  TO  W2 

1980  FOR  Yl=l  TO  Ul 

1990  IF  BB ( Yl , X 1 ) =0 

2000  NEXT  Yl 

2010  NEXT  XI 

2020  RETURN 

2030  R0W=Y+1+CT 

2040  CDL=X+CT 

2050  A*=C* 

2060  GOSUB  70 

2070  BB  < Y,  X ) =B 

2080  RETURN 

Program  5: 

Pentominos  For  The  Color  Computer 

hifert  /im's  110-860  from  the  Cdinmodoye  vcrfioti  (Pw^nvn  1). 

100  CLS: PRINT" CI  1  SPACES > PENTDM I NOS ' 

999  PCLEAR  1 

1 000  DIM  X (63, 
3) , S ( 13) , 

1001  DIM  XI (5) 
U  C  12) 

READ  P«,N:IF  N=0  aOTO  1070 
T=T+1:P*(T)=P*:S(T)=V+1 
FOR  J=V+1  TO  V+N:  PCJ)=T 
FOR  K-0  TO  3:READ  X(J,K),Y<J,K 
) : NEXT  K, J 
V=V+N:PRINT  p* ; 
GOTO  1010 

PRINT364, "CHOOSE: " 

FOR  J=3  TO  6:PRINT  J;"  BY";60/ 
J: NEXT  J 

INPUT  "SELECT  3  THRU  6";W1 
IF  WK3  OR  Wl>6  OR  W1<>INT<W1) 

OOTQ  1070 
W2=60/W1 
CLS 

REM  FIND  NEW  SPACE  TO  FILL 
GOSUB  3000: P=J : GOSUB  3200: IF  X 
1 >W2  GOTO  2170 
REM  GET  A  NEW  PIECE 
T (P) =S (P) 
PRINT333, P* (P) 
REM  TRY  FITTING  PIECE 
C«=P*<P):X1(0>=X1:Y1<0)=Y1:FDR 


1070 


10B0 


4)  ,  Y  C63, 4)  ,  P  t64)  ,  PS  (  1 
T<13) ,B(&,20) 
Yl (5) , X2( 12) , Y2 ( 12) , 


1010 

1020 

1030 

1040 

1050 

1060 

1070 

1080 

1090 

1  1  00 

1110 

1  120 

2000 

2010 

2020 

2030 

2040 

2050 

2060 

2090 

2  100 

2110 

2120 

2  130 

2140 

2  150 

2  1  60 

21  70 

2180 

2190 

?200 


PIECE 
P  CT  (P)  ) 

PIECE 


^P  GOTO 


J=l  TO  4 
X=X<T(P),J-1)+X1:Y=Y(T(P>,J-1) 
+  Y1 :  X 1  ( J ) =X: Yl  (  J ) =Y 
IF  X< 1  OR  Y< 1  OR  X>W2  OR  Y>W1 
GOTO  2260 

IF  B(Y,X)<>0  GOTO  2260 
NEXT  J 

REM  IT  FITS  -  PUT  PIECE  IN  PLA 
CE 

B=P;FOR  J=0  TO  4 
X  =  X 1  (  J >  :  Y  =  Y1  ( J )  : B05UB  3500 
NEXT  J 

X2(P)=X1 :Y2<P)=Y1:P1=P1+1:U(P1 
)=P:GDTO  2  010 
REM  BOARD  FILLED 
PRINT33B5,  " SOLUT I  ON " : END 
REM  UNDRAW  LAST  ONE 
P  =  U  (PI  )  : U (PI  ) =0: P1=P1-1  :  IF  Fl< 
0  THEN  PRINT"THAT'S  ALL":END 
B=0: X=X2 (P) : Y=Y2 (P) : C*="  " : BOS 
UB  3500 

X 1 =X: Y 1=Y: FOR  J=l  TO  4 
X  =  X(T(P),J-1)+X1: Y  =  Y  <T  (P)  , J-1 ) 
+  Y1 :  X  I  ( J ) =X :  Yl  ( J)  =Y 
GOSUB  3500 
NEXT  J 

REM  ROTATE  THE 
T(P)=T(P)+1:  IF 
2060 

REM  GIVE  UP  ON 
T (P) =0 

REM  LOOK  FOR  NEW  PIECE 
P=P-H:IF  P>12  GOTO  2190 
IF  T(P)<>0  GOTO  2300 
GOTO  2030 

FOR  ,7=1  TO  12:  IF  T  ( J  >  <>0  THEN 
NEX  r  J 
RETURN 

FOR  Xl=l  TO  W2;F0R  Yl=l  TO  Wl 
IF  B(Y1,X1)=0  GOTO  3230 
NEXT  Yl , XI 
RETURN 

PRINT  3X+ ( Y+2) »32, C*; :B CY, X) =E 
RETURN 


Program  6:  Pentominos  For  The  Apple 

Insert  Hues  110-860  from  the  Commodore  version  (Proi^ram  1). 

1000  DIM  X<63,4)  ,Y(63,4)  ,P(64)  ,P«('l3)  , 
S<i3) ,T(13) ,B(6,20) 

1001  DIM  XI (5>, Yl (5) ,X2(12) ,Y2(12>,U<1 
2) 

1003   HOME  :  HTAB  16;  PRINT  "PENTOMINOS 

":  PRINT 
1010   READ  P»,N:  IF  N  =  0  GOTO  1070 
1020  T  =  T  +  lsP«(T>  =  P«:S(T>  =  V  +  1 
1030   FOR  J=V+1T0V+  N:P(J)  =  T 
1040   FOR  K  =  0  TO  3:  READ  XtJ,K),Y<J,K 

>  5  NEXT  K, J 
10S0  V  =  V  +  N:  PRINT  P«} 
1060   GOTO  1010 
1070   PRINT  !  VTAB  (5>:  PRINT  " CHOOSE J " 

:  PRINT 
1080   FOR  J  =  3  TO  6!  PRINT  J;"  BY  ";60 

/  J:  PRINT  ;  NEXT  J 
1090   INPUT  "SELECT  3  THRU  6?  ";W1 
1100   IF  Wl  <  3  OR  Wl  >  6  OR  Wl  <   >   INT 

<W1)  GOTO  1070 
1110  W2  =  60  /  Wl 
1 120   HOME 

2000   REM   FIND  NEW  SPACE  TO  FILL 
2010   BDSUB  3000: P  =  J:  GOSUB  3200:  IF 
XI  >  W2  SOTO  2170 


2210 

2220 

2230 

2240 

2250 

2260 

2270 

2280 

2290 

2300 

2310 

2320 

3000 

3010 

3200 

3210 

3220 

3230 

3500 

3510 

May  1984    COMPUTE!    121 


2020   REM   BET  A  NEW  PIECE 

2030  T<P)  =  S{P> 

2040   VTAB  1:  PRINT  P«(P):  VTAB  12 

2050   REM   TRY  FITTING  PIECE 

20i0  C*  =  P*(P):X1C0)  =  Xl:YiC0)  =  Yl:  FOR 

J  =  1  TO  4 
2070  X  =  X<T(P>.J  -  1>  +  X1:Y  =  Y(T(P), 

J  -  1)  +  Y1:X1<J)  =  X:Y1(J)  =  Y 
2080   IF  X  <  1  OR  Y  <  1  OR  X  >  W2  OR  Y  > 

Wl  GOTO  2260 
2090   IF  B(Y,X)  <   >  0  GOTO  22t0 
2100   NEXT  J 
2110   REM   IT  FITS  -  PUT  PIECE  IN  PLACE 

2120  B  =  P:  FOR  J  =  0  TO  4 

2130  X  =  X1<J):Y  =  YICJ)!  GOSUB  3500 

2140  NEXT  J 

2150  X2(P)  =  X1:Y2(P)  =  Y1:P1  =  PI  +  1: 

U(P1)  =  P:  ROTO  2010 
2160   REM   BOARD  FILLED 
2170   VTAB  1:  PRINT  "   SQLUTIDN"}!  END 

2180   REM   UNDRAW  LAST  ONE 

2190  P  =  U<P1}:UCP1)  =  0:P1  =  PI  -  1;  IF 
PI  <  0  THEN   PRINT  "THAT'S  ALL";  END 

2200  B  =  0:X  =  X2(P):Y  =  Y2(P)5C«  =  "  " 

:  GOSUB  3500 
2210  XI  =  X-.Yl  =  Yl  FOR  J  =  1  TO  4 
2220  X  =  X<T(P),J  -  1)  +  XlsY  =  Y(T(P>, 

J  -  1>  +  Yl:Xi<J)  =  X;Y1(J)  =  Y 
2230   GOSUB  3500 
2240   NEXT  J 

2250   REM   ROTATE  THE  PIECE 
2260  T(P>  =  T<P)  +  1:  IF  P«T(P)>  =  P  GOTO 

2060 


IF  T<J)  <   >  0  THEN 


2270   REM   GIVE  UP  ON  PIECE 

2280  T<P>  =0 

2290   REM   LOOK  FOR  NEW  PIECE 

2300  P  =  P+1:  IFP>12  GOTO  21<?0 

2310   IF  TCP)  <   >  0  GOTO  2300 

2320   GOTO  2030 

3000   FOR  J  =  1  TO  ] 

NEXT  J 
3010  RETURN 
3200   FOR  XI  =  1  TO  W2;  FOR  Yl  =  1  TO  W 

1 
3210   IF  B(Yl.Xl)  =  0  GOTO  3230 
3220   NEXT  Y1,X1 
3230   RETURN 
3500   VTAB  Y  +  4;  HTAB  X:  PRINT  C*:B<Y, 

X)  =  B 
3510   RETURN 


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II  YOU  Own  0  ViC  20oi  oCBM  i4  and  have  been  concerned 

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122    COMPUn!     Mciy1P64 


REVIEWS 


Pitstop 

Shay  Addams 

Racing  games  are  nothing  new, 
but  Pitstop  from  Epyx  incorpo- 
rates a  realistic  element  of  the 
sport  that  sets  it  apart  from 
everything  else  on  the  track.  In 
addition  to  zooming  around  the 
course  as  fast  as  possible,  you 
must  develop  a  solid  plan  for 
maneuvering  your  three-man  pit 
crew  when  you're  forced  to  pull 
in  for  fresh  tires  and  refueling. 
The  game  is  available  on  car- 
tridge for  Atari,  Commodore  64, 
and  Coleco  Adam  computers. 

The  action  takes  place  on 
one  of  six  speedways,  all  based 
on  genuine  tracks  such  as  Le 
Mans  and  Monaco,  You  can  race 
at  any  one,  or  opt  for  the  "Mini- 
Circuit,"  in  which  the  program 
picks  three  courses  at  random 
for  you  to  complete,  one  after 
the  other.  Hardcore  speed  de- 
mons will  prefer  the  "Grand 
Circuit" — it  requires  you  to  cover 
all  six  tracks  in  succession,  a 
grueling  marathon  event.  The 
number  of  laps  per  race  can  be 
set  to  three,  six,  or  nine;  skill 
levels  include  Rookie,  Semi-Pro, 
and  Pro.  Up  to  four  players  can 
compete  by  taking  turns. 

The  race  kicks  off  as  you 
push  forward  on  the  stick  to 
accelerate.  The  perspective  and 
graphics  are  similar  to  Enduro, 
but  unfortunately  not  as  detailed 
as  Pole  Position.  While  you  accel- 
erate, the  gears  shift  automati- 
cally, accompanied  by  authentic 
sound  effects.  The  screen  scrolls 
vertically,  with  a  green  back- 
ground and  yellow  cars.  Your 
speed,  elapsed  time,  and  current 
lap  are  constantly  displayed. 

No  more  than  two  other 


cars  are  on  the  track  simultane- 
ously, but  they  are  programmed 
to  swerve  into  your  path  or  travel 
side  by  side  to  prevent  your 
passing  them.  The  main  thing  to 
watch  out  for  is  bumping  into 
other  cars  or  the  sides  of  the 
road.  An  accident  won't  cause  a 
colorful  explosion  the  way  it  does 
in  Pole  Position,  but  it  will  reduce 
your  speed  as  in  Baja  Buggies. 

Trouble  With  Tires 

This  is  where  Pitstop  takes  a  de- 
tour from  the  familiar  "race 
around  the  track"  scenario  of 
similar  games.  When  you  smash 
into  another  car  or  the  railing 
alongside  the  road,  the  corre- 
sponding tire  is  damaged.  Start- 
ing off  a  deep  blue,  the  tires 
change  to  a  different  hue  each 
time  you  have  an  accident.  Sus- 
tain too  much  damage  and  the 
tire  explodes,  knocking  you  out 
of  the  race.  You've  got  to  keep 
an  eye  on  the  color  of  all  four 
tires  and  be  ready  to  pull  into 
the  pits  when  they  turn  a  bright 
red  (indicating  that  they'll  burst 
on  the  next  collision). 

The  pit  area  is  located  to  the 
right  of  the  finish  line.  An  inset 
map  on  the  left  displays  an  over- 
head view  of  the  course,  with 
your  car's  current  position  and 
the  finish  line  prominently 
marked.  Turn  into  the  off-ramp 
on  the  right  as  you  pass  the  finish 
line,  and  the  scene  cuts  to  a  three- 
quarter  perspecHve  of  your  car 
sitting  in  the  pits.  Now  your 
vehicle  is  revealed  as  one  of  those 
low-slung,  Indy  500-type  racers, 
and  is  larger  and  much  more 
detailed. 

Action  In  Ttie  Pits 

A  member  of  your  pit  crew  waits 
on  each  side  of  the  car,  standing 


by  to  change  the  tires.  Another 
is  behind  you,  gas  hose  in  hand. 
If  the  horizontal  fuel  gauge  says 
you're  running  low,  it's  best  to 
get  the  gas  pumping  immedi- 
ately. This  is  done  by  using  the 
joystick  to  move  a  cursor  over 
the  man,  then  hitting  the  fire 
button.  Now  you  can  steer  him 
into  place,  where  he  automati- 
cally starts  refilling  your  tank. 

Tires  are  changed  by  ac- 
tivating one  of  the  other  men 
and  moving  him  to  the  tire  you 
want  removed.  He'll  latch  onto 
it,  and  you  can  guide  him  to  a 
stack  of  fresh  tires.  When  he 
touches  the  stack,  the  tire  he's 
holding  turns  a  deep  blue  to 
indicate  that  he's  got  a  new  tire, 
which  he  can  then  attach  to  the 
car.  But  keep  your  eyes  on  the 
gas  gauge,  because  if  you  don't 
remove  the  nozzle  when  the 
tank's  topped  off,  the  gas  spills 
over  and  you  have  to  fill  it  up 
again. 

While  all  this  is  going  on,  a 
timer  at  the  top  right  of  the  screen 
shows  the  seconds  ticking  away 
to  remind  you  how  much  time 
you're  losing  in  the  pits.  Another 
digital  display  at  bottom  left  tells 
you  how  much  overall  time  has 
elapsed  since  the  race  began. 
To  underscore  the  urgency  of 
getting  out  of  the  pits  as  quickly 
as  possible,  the  rest  of  the  cars 
keep  racing  past  in  the  back- 
ground, their  engines  buzzing 
as  they  gain  distance  on  you. 
When  you're  ready  to  roll,  posi- 
tion the  cursor  over  the  man  in 
front  of  the  car  and  he'll  raise  his 
flag  to  wave  you  back  onto  the 
track. 

Muitipiayer  Competition 

You  can  make  it  through  three 
laps  around  most  tracks  without 

May  1984     COMPUTE!     123 


a  stop  for  gas  or  tire  changes, 
but  the  only  fun  involved  in  this 
is  trying  to  beat  your  best  time 
for  the  same  course.  Pitstop's 
more  enjoyable  in  group  play. 
When  one  driver  completes  the 
set  number  of  laps,  the  next  one 
takes  a  whirl  around  the  track. 
After  the  race,  each  player's  time 
is  posted,  along  with  his  portion 
of  the  $94,000  prize  money.  If 
you're  competing  in  a  Mini-  or 
Grand  circuit,  the  overall 
winnings  are  displayed  at  the 
bottom.  If  two  or  more  players 
tie,  the  one  who  started  first 
wins,  so  flip  a  coin  to  determine 
who  goes  first. 

In  addition  to  the  exciting 
competition  and  action,  Pitstop 
requires  strategy  and  split- 


second  decision-making  that  are 
missing  in  other  racing  games. 
Should  you  try  to  finish  the  race 
in  spite  of  a  severely  damaged 
tire,  or  pull  into  the  pits  and  at 
least  insure  that  you  complete 
the  race?  Is  there  time  to  change 
all  four  tires?  Situations  like  these 
put  a  real  edge  on  the  game  play. 
Since  veteran  race  car  drivers 
agree  that  many  professional 
races  are  won  in  the  pits,  not  on 
the  track,  Pitstop  has  to  be  one  of 
the  most  realistic  and  playable 
racing  simulations  available. 

Pitstop 

Epyx  Computer  Software 

W43  Kiel  Court 

Sunnyvale,  CA  94089 

Atari,  64  versions,  $39.95 

Coleco  Adam  version,  $53  © 


Button  For  VIC  And 
TRS-80  Color  Computer 

Michael  B.  Williams 

Not  wanting  to  imitate  the  other 
arcade  games  on  the  market. 
First  Star  has  introduced  a  game 
which  is  refreshingly  original — 
and  very  entertaining. 

In  Panic  Button,  you  have 
been  hired  to  assemble  various 
objects  whose  parts  parade  on 
three  continuously  moving  con- 
veyor belts.  On  the  first  level, 
robot  parts  are  ejected  from  the 
three  chutes  at  the  top  of  the 
screen.  Not  only  must  you  catch 
up  to  them,  but  you  must  as- 
semble them  in  the  proper  order  to 
be  given  credit  for  the  item. 
Should  you  accidentally  place 
the  robot's  feet  on  its  head  (an 
improper  sequence),  no  credit  is 
given  for  the  item,  nor  are  its 
parts  reusable,  since  there  is  no 
way  to  separate  any  two  joined 
parts.  I  found  it  frustrating:  No 
sooner  had  1  completed  two- thirds 
of  an  object  than  an  incorrect 
part  dropped  from  a  chute  and 
attached  itself  to  mine.  Surpris- 
ingly, this  occurred  in  my  favor 
as  often  as  it  did  against  me. 

After  a  while,  especially 
during  the  harder  screens,  these 

124     COMPUn!     May  1984 


Parts  continuously  flow  from  three 
conveyor  belts  in  Panic  Button  (Color 
Computer  version). 


"rejected"  objects  (obviously 
thrown  by  your  boss  in  anger) 
begin  to  fly  around  the  screen, 
at  times  bumping  into  you  and 
making  your  job  even  more  dif- 
ficult. I  almost  found  it  more 
than  I  could  handle,  having  to 
race  around  the  screen  to  retrieve 
objects  moving  nearly  as  quickly 
as  I  was. 

Houses,  Telephones,  And 
Lamps 

In  later  screens,  you  will  find 
three-layered  cakes,  houses, 
telephones,  televisions,  and 
finally  lamps  dropping  from  the 
chutes.  After  every  screen,  it 


becomes  progressively  more 
challenging  to  complete  your 
minimum  order  as  the  conveyor 
belts  move  faster  and  the  number 
of  objects  you  must  assemble 
within  the  two-minute  limit  in- 
creases. After  completing  the 
second  screen,  you  have  a  much- 
awaited  opportunity  to  fling  a 
pie  into  your  boss's  face — but 
that  is  not  what  gets  you  fired. 

Panic  Button  breaks  away 
from  the  three-man  tradition 
and  provides  you  with  only  one 
worker.  Should  he  fail  to  fulfill 
his  minimum  order  of  assembled 
items,  the  boss  spares  no  time  in 
firing  him  (where's  another  pie?). 

You  have  only  one  thing 
going  for  you  in  this  game — the 
"panic  button."  You  activate  it 
by  using  the  joystick  button  to 
move  your  character  over  to  the 
operating  switch.  This  slows  the 
conveyors  to  a  halt,  allowing 
you  to  freely  gather  the  objects 
around  the  factory.  (Unfortu- 
nately, it  has  no  effect  on  the 
clock,  which  continues  to  run 
down.)  But  your  enraged  boss 
soon  comes  to  restart  the  con- 
veyor belt,  and  you  continue 
your  frantic  race  against  time. 

An  "external"  panic  button 
not  mentioned  in  the  rather 
skimpy  documentation  is  the 
space  bar:  Pressed  at  any  time 
during  the  game,  it  pauses  the 
action  indefinitely.  I  found  my- 
self using  this  panic  button  more 
than  the  other. 

First  Star's  decision  to  de- 
velop a  game  with  a  unique  con- 
cept is  refreshing,  but  an  original 
game  is  not  always  a  good  game. 
With  Panic  Button,  however. 
First  Star  has  succeeded.  I  rec- 
ommend it  to  anyone  who  enjoys 
nonstop  action — and  even  to 
those  who  do  not.  After  all,  that 
is  the  reason  the  "panic  button" 
exists. 
Panic  Button 
First  Star  Software.  Inc. 
22  East  41st  Street 
NcwYork,mW017 
Color  Computer  or  VIC  (8K  expansion) 
tape,  $24.95 
VIC  cartridge  S34.95 
Color  Computer  cartridge  $39.95       © 


AATARI 


600XL CALL 

800XL CALL 

1200XL    $409* 

■R»riact«  t100  Atari  R<bale 


1D5Q  DRIVE $335 

in25PfliNTEB    $399 

1020  COLOR  PTR       .  SZ19 

1DZ7 

1010  RECORDER S72 


MICnOBITS  INFC 
30  COLUMN  BD     . 
TECHNICAL  NOTES 


.  $78 
$249 
$25 


SPECIALS 

Gemini  15X  Printer   $399 

Axiom  AT-lOO  Printer  (with  interface    $229 

Astra  Double  Density  Dual  Drive $459 

Rana  1000  Drive    $319 

Bit-3  80  Column  Board    $245 

Mannesmann  Talley  160L  Printer   $589 

Atari  400  Keyboard  (In  Home)    $35 

Programmer  Kit    ..$48    Enlertainer  Kit   ...$64 
Wico  Joystick     . . .  $23    WicoTrackball  . . .  $49 


PRINTER    $279    REALTIMECLK    S^Bi^QCTQQ     lAOn 

RECORDER S72    81DDRIVE    $419     '     I   UN  111      1\J4^\J 

DISK  DRIVE  SYSTEM 


DRIVES 

ASTRA  1620   S469 

RANA  1000  S295 

PERCQMBB-SI  .    . . '$298 
PERC0M40-S1       ...  $418 

PERC0M4D-S2 S718 

PERC0M44-S1   $510 

PERCOH  44-S2  S929 


MEMORIES 


Cv    CBM  64    CALL 
^    1541  DISK  DRIVE  ...  $239 

1701  Color  Monitor     .  $255    1530  Recorder    $59 

1525Prim8f  $239    1600Hod«m    .$59 

1520  Color  Ftr              $169  1650  Auto  Modem    ...     $89 

Card  ?  (Infc)  $60  CMS  64  Ref  Guide       . .  $16 

Light  Pen    $29  The  Codnecllon  (Infc)  . .  $85 

Cassttte  Infc  $29    MSO  Disk  Drive    $339 

Card  r  Software    $16    PTI 45  Let  Board  $59 


48KRAM(INTEC)   . 
64KRAH(INTEC)   ,, 
48K  RAM  (MOSAIC) 
64K  RAM  (MOSAIC) 
123K  RAM  DISK   ... 
32K  RAM  (MOSAIC) 


.  $95 
$119 
$109 
$145 
$299 
.  $68 


MORE  FOR  YOUR  MONEY 

DOUBLE  OR  SINGLE  DENSITY 

TWO  DRIVES 


^    64 


SOFTWARE 


64 


SPECIAL 


$469 


ATARI  SOFTWARE 


ADVENTURE  INT'L 

Adv.  1-12  each  (C) $18 

PrBppie{C/D) $20 

Prep  pie  II  (C;D)   $23 

Di5key(D)    $33 

Sea  Dragon  (C/D)   ....$23 

APX 

Eastern  Front  (C/D)    . .  $23 

747  Land  Sim.  (C/D)    ..$17 

Fig-Forth  (C)   $30 

ATARI  INC. 

Microsoft  Basic  II  (R)  .  $62 
Mickey  in  Great 

Outdoors  (C/D)   $36 

Paint  (D| $30 

Speett  Reading  |C)  ...  $54 

Qix  Ifi)   $30 

Dig  Dug  (R)    $30 

Atari Wriler(R)    $68 

Donl<eyKong(R| $30 

Time  Wise  (D)   $23 

Visicalc(D)    $139 

Juggles  House  (C/D)  .$22 
Juggles  Rnbw  (C/D)   ..$22 

Pilot  (Home)    $55 

Galaxian $30 

Defender  $30 

ET $34 

Microsoft  Basic  (D)  . .  $62 
Macro  Ass.  &Edi  1(D)  .  $62 
Assembler  Editor  (fl)  ,$42 
Basic  Cartridge  (R)  ...  $45 

Pac  Man  (R) $30 

Centipede  (fl)   $30 

Caverns  of  Mars  (D) 

Star  Raiders  (R) 

Conv.  Lang.  Ea.  (C)  . 
Music  Composer  (R) 
Super  Breakout  (R)  . 
My  First  Alphabet  ID) 
Prog.2&3(ea.KC)  . . . 
Word  Processor  (D) 


.  $2B 

.  $30 

$42 

.  $31 
.  $26 
.  $26 
.  $21 
.$102 
Pilot  (Educ.) $92 


Touch  Typing  (C) 
Home  File  Mngr{D| 


$19 
.  $36 


AUTOMATED  SIMUL. 

Hellfire  Warrior  (C/D)  .  $27 
KngArthr's  Heir  (C/D)  $20 
Invasion  Orion  (C/0)  ..  $17 
Tampleof  Aps.  (C/D)    .  $27 

Star  Warrior  |C/D| $27 

Dragon's  Eye  (D) $20 

Crush  Crumble  (C/D)    .  $20 

AVALON  HILL 

VC(D) $17 

B-1  Nuc- Bomber (C)  . .  $12 
Legionnaire  (C) $23 

BRODERBUNO 

Sky  Blazer  (D)    $22 

Banls  St.  Writer  (D)   ...  $46 

A.E.  (D) $23 

Arcade  Machine  (D)  ..$39 
Choplitter(D)    $23 

CBS 

Mountain  King  (Rl  ...  $27 
Boulders  i.  Bombs  <R)  $27 
Krazy  (each)    $34 

CONTINENTAL  SOFT. 

Home  Accountant  (D)  $48 
Tax  Advantage  (D|    ...$39 

DATASOFT 

TbxI  Wizard  (D)  $65 

Graphtc  Master  (D|  ...  $27 

Micro  Painter  (D) $23 

Lisp  Interpreter  (D)  . . .  $79 

Graphics  Gen.(D)   $17 

Basic  Compiler  (D)  ...  $65 
Zaxxon  (C/D)  $27 

DONT  ASK 

Sam(D)   $39 

P.M.  Animator(D) $23 

Teletarl  (0) $27 


$20 

$20 
$20 

S74 
$74 

.$39 


EDU-WARE 

Prisoner  11(D)    $27 

Spelling  BeB(D)    $27 

Compu-Bead(D)  $20 

Compu-Math  Fr.  (D)   . .  S27 
Compu-Malh  Dec.  (0)  .  $27 
EDUCATIONAL  SOFT. 
Tricky  Tutorial 

1,2,3  or  K  (C/D) $15 

Tricky  Tutorial 
5,6  or  7  (C/D) 
INFOCOM 

Suspended (D)    $34 

Zorkl,llorlll(D|   $27 

Slarcross(Dl $27 

Daadlina(D)    $34 

JV  SOFTWARE 

Jrnyto  Pints  (C/D)  .  ,  . 

Action  Quest  (C/D)  . , 

Ghost  Encount.|C/D) 

LJK 

Letter  Perfect  (D|    ,    . 

Data  Perfect  (D)    

ON-LINE 

Ultima  11(D)  ,  -- 

Marauder  (0)  $23 

Lunar  Leeper(D) $20 

Wiz  4  Princess  (D)    ,.,$22 

Frog  ger  (C/D)    $23 

CrossfirB(R)    $23 

OPTIMIZED  SYSTEMS 

0-65(0)    $58 

Bug-65  (0)    $23 

MaJt-65(D)    $58 

Basic  A  -f  (D) $58 

ROKLAN 

Gorf  ID)    $27 

Gorf(R)    $30 

Wizard  of  Wor(D)   $27 

Wizard  of  Wor{R)   $30 

SIRIUS 

Alpha  Shield  (R|    $27 

Wavy  Navy  (D) $23 

Bandits  (O)    $23 

SPINNAKER 

Snooper  Troop  1, 2(D)  .  $30 

Kindercomp(Dl $20 

Rhymes  &  Riddles  (D)  $20 
Hey  Diddle  Diddle  |DJ  .  $20 
SrchAm2naThnBs{D)  $27 
Slory  Machine  (0)  .  , . .  $23 

FaceMak8r(D)   $23 

STRATEGIC  SIM. 
Cosmic  Balance  (D|   . 
Cosmic  Balance  II  (D) 
Tigers  InSnow (C/D)  . . 
Battle  olShlloh (C/D)  . 
Battle  of  Norm- (C/D)  . 
Galacllc  Gladiator  (0| 
Cytron  Masters  JD)  . . . 
SYNAPSE  SOFTWARE 

FII«MngrS0O+    165 

Protector  II  (0)$23(R)$29 
Shamus  . ..  (D)$23(R)$29 
Fort  Apocalypse  (C/D)   $23 

Shamus  II  (C/DI $23 

Necromancer  (C/0)  , . .  $23 
Pharoh's  Curse  (C/D)  .  $23 
THORN  EMI 

Soccer  (R)   $34 

JumboJst(H)    $34 

Subn-iarineComm.  (R|  $34 
USA 

Atari  Wor)d(D)    $39 

3-D  Sprgrphcs  (C/D)   ,.$27 
MISCELLANEOUS 
Sargonil    , .  (C)  $20  (D)  $23 
Financial  Wizard  (D)  , ,  $41 
Ca3lleWolfen5leln(D|  $20 

f*!aster  Type  (D) $27 

MllllonalrB(D|   $52 

Astro  Chase  (0) $22 

AIIBaba(D)  $22 

Miner  2049er  (R)   $34 

Sammy  Sea  Serp,  (C)  .  $13 
Plnbal[(D)  $20 


Printers/Etc. 


GEMINI  10X 
GORILLA  .  . 


$279 
$199 

CITOH 

Prov^riter   $345 

Prowriterll    $629 

Slarwriter    $1149 

J,,   Printmasler $1448 

NEC 

B023  A-C    $409 

3510   $1375 

3530    $1579 

3550    ,,.$1779 

7710/7730     $1998 


$345 
$486 

.  .  $669 
.  SI  299 


PROWRITER 
SMITH  TPI   . 

SILVER  REED  P 

QUME 11/40-1-      . 
OKI-DATA 

Microline82A   $398 

MicroiineaSA    ,  $638 

Microlinea4P   $958 

Microline92    $488 

Microline93    S85S 

DIABLO 

620R $939 

630R $1719 


MONITORS 


AMOEK 

Color  I    $289 

V300 , $139 

V300A    $149 

Color  II $449 


GRN(JB1260)   $115 

GRN(JB1201)    $155 

ColorComposite   .    .  $298 
RGB  Color $598 


MODEMS 


HAYES 

Smarimodem    $209 

Smarlmodem  120Q  , ,  $498 
Micromodem  II  $259 


NOVATION 

J-Cai    $99 

Apple  Cat  II  $259 

0-Cat   ,  , $149 


COSMIC 
COMPUTERS 


.  $27 

«J  727  BREA  CANYON  RD 

:  $27 

$27 

$27 
$27 


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OR  FOR  CALIFORNIA  ORDERS 

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Script  64 S77 

Calc  RE?sult  Prof S1 14 

Calc  Result  Easv S68 

Trie  Home  Accountani S48 

Delphis  Oracle 189 

Word  Pro  3  with  Spell S78 


ACCESS  SOFTWARE 

Neutral  Zone  (C/DI  ...  $26 
Sprite  Master(C/D)  , ,  ,  $27 
AVALON  HILL 

Nukewar(C|    $12 

Planet  Miners  (C)  ,  ...  $12 
Androm,  Conquest  (C)  $14 
Midway  Campaign  (C)  $12 
North  All.  Convoy  (C)  .  $12 
Camp.  Stcks/Bnds(C)  $15 
Computer  Football  |C)  $18 

Telengard(C]    $16 

BATTERIES  INCLUDED 

Paper  Clip  (D|    $85 

Dslotiis  Oracle(0|  89 

BRODERBUND 

Chopli(ter(R(    $29 

Serpentine  (R) $27 

Sealox  (R)   $27 

David  sMidnlstitIO)  . .  $23 

COMMODORE 

Easy  File  (D)    $75 

Easy  Finance (D)    ...  $38 

Easy  Mail  (D) $38 

Easy  Script  (D|    $75 

EasySctiedule(O)    ...$59 

Logo(R) $75 

Pilot  (D)   $75 

Assembler  (D)  $38 

Music  Machine  (D)  ...$25 
Music  Composer  (D|  ..  $25 

Meza  Music  (D)  J75 

Video/Music  Supl.  (01  $38 
Jupiter  Lander  (R|  ....  $25 
Hadar  Rat  Race  (R|  ...  $25 

SeaWolt(R)    $25 

Kickman  (R) $25 

COMM.DATA 

PaKacuda  .  (C|$l<)  |D)$18 
Escp.  MCP  .  (C|$1<1|D)$1S 
Centropods   {C)$14(D)$18 

COMPUTERMAT 

Arcade-Pak(C)   $18 

Educa!ion-Pak  (C)  . ,  , ,  $18 

CREATIVE  SOFTWARE 

MoondusI  (Rl    $25 

Trashman(R)    $25 

Save  New  York  (R)    , , ,  $25 

Astroblilz(R| $25 

Household  Fin,(D)  ,  . ,  $25 

DATA  20 

Video  Pak  80  , $139 

280  Video  Pak $229 

ENTECH 

Finance  Calc  64   ,',,,,$34 

Data  Base  64 $56 

Invoice  Ease  64     $56 

EPVX 

Temple  ol  APS  (Dl  , , ,  $27 
Upper  Reach,  APS  (D)  $14 
Jumpman(D) $27 

HES 

HES  Modem    $59 

6502  Prot,Dev.Sys,(C|  ,  $22 

Hesmon  64  (R) $27 

Turtle  Graplcs  11  (R)    ,  ,  $4t 

Heswriler64(R|    $32 

Gridrunner(R)  $27 

Retroball  (R)    $27 

INFOCOM 

Zorki.  llorllKDI   $27 

Deadline  (D)    $35 

Slarcfoss  (D| $27 

JIN  SAM 

Mlnigiol(R) $75 

LITTLE  WIZARD 

Pro,Mail,Llsl  (C)$22(D)$25 
Stockmaster 

(rnvenlory)   |C)t25(D«28 
LOQISTIC 

Datacalc64  |C)$55(D)$59 
Homo  Journal  (Dl $55 


MICROSPEC 

Payroll  System  (D)  , ,,  $73 
Inventory  Pkg(D)  ,,,,$73 
General  Ledger  (D)  , , ,  $73 

Disk  Data  Mgr(D) $62 

Mail  ListMgr(D)  $41 

Checkbook  Mgr(Dl  , , ,  $39 
M-SOFT 

M-FilelD) $89 

ON-LINE 

FroggBr(Dl    $23 

Jawbreaker  ID)   $20 

PACIFIC  COAST  SOFT, 
PCS  (80  Col  BD,  Word  Proc, 
D, Base, Spreadsheet)  CALL 
Account  PAC  (C/D)  ,  , ,  $34 

File  PAC  (D) $30 

Editor  PAC  (D) $39 

Inquire  PAC  ID)  $57 

Happy TutorTypng(D)  $18 
PROFESS.  SOFTWARE 
Wordpro3  +  ;64(D)  . .  .  $6a 
QUICK  BROWN  FOX 
Prof.Word  Proc.  (R)  . . .  $50 
RAINBOW 

Writers  Assistant  ....  $95 
Spreadstieet  Assist.  . .  $95 

FileAssistanl  $95 

SIRIUS 
Blade/BlackpoodlB{D)  $27 

Type  Attack  (D)  $27 

Repton  (D)  $27 

Critical  Mass(D) $27 

Snake  Byte  (0)    $23 

Way  Out  (D) $27 

Fast  Eddie  (Dl  .. . $23 

Turmoil (D) $23 

Spider  City  (Dl $27 

Squish'EmlO) $23 

Final  Orbit  (D)  $27 

Alpha  Shield  (D)   $27 

SKVLES  ELEC.  WORKS 

Busicalc(C/D) $52 

Bus  iwf iter  (0)    $72 

SPINNAKER 

Snooper  Troops  1  (D)   .  $29 

Pacemaker  (D)    $23 

KindorcompdJ) $20 

Hey  Diddle  (0) $20 

Most  Amaz.  Thing  (D)  .  $27 

SYNAPSE 

Fort  Apocalypse  (C/D)    $23 

Survivor  (C/D)    $23 

Orelbs  |C/D| $23 

Ptiaroh's  Curse  (C/D)   ,  $23 

Protector  11  (D) $23 

Morgal(D)   $23 

Shamus(D)   $23 

TAYLORMADE 
Touch  Typing  Tutor 

3,0  (0) $21 

TIMEWORKS 

Rbbfs/Lost  Tomb  (C/0)  $21 

Wall  Street  (C/D) $21 

Money  Manager  (C/D)  $21 
Data  Master  (C/D)  ,  , , ,  $21 
Oungeons  ol  Aig, 

Dragons  (CfO)  $21 

TOTL 

Text 2,6  ,-,  1C)$32(D)$34 
Label  2.6  ..  (C)$15{D)$17 
Time  Manager  2.6(C)  .$24 
Time  Manager  2.6(D)  .$27 
Resrch  Assist.  2.0  (C)  .  $24 
Resrch  Assist.  2,0 (D)  ,  $27 
UM) 

Motor  Mania  (C)   $20 

Renaissance  (C) $27 

VICTORY 

Annlhllator(C/Di $16 

Kongo  Kong  (C/D) $16 

Trek  (C/0) $14 

Adv,  Pack  #1  (C/D)  , , .  $16 
Adv,  Pack#2(aD)  , .,  $16 
Grave  Robbers  (C/D)  , ,  $13 
Chomper  Man(C/D)   ,,$18 


Questions  Beginners  Ask 


Tom  R  Halfhill.  Features  Editor 


Are  you  flunking  about  bux/iiig  a  amiputcr  for  the  first 
tiiitc,  hut  you  do}i't  kfiow  iiuicli  about  coiiiinitcrs?  Or 
maybe  you  just  purchased  a  computer  and  are  stUl  a  bit 
baffled.  Each  month  in  this  cohnun,  COMPUTE!  will 
answer  questio}is  frequently  asked  by  beginners. 


What  is  a  motherboard? 

A    A  motherboard  is  the  main  circuit  board  of  a 
computer.  All  other  boards  are  connected  to 
the  motherboard. 

The  most  important  component  on  the 
motherboard  is  the  central  processing  unit 
(CPU) — the  central  brain  of  the  computer.  The 
CPU  is  a  microprocessor  chip  which  performs  or 
supervises  all  computer  operations.  It  fetches 
each  program  instruction  one  at  a  time,  executes 
it,  stores  the  result,  and  then  fetches  the  next 
instruction. 

The  motherboard  also  contains  support  chips 
required  by  the  CPU:  usually  a  video  chip  to  con- 
trol the  TV  display;  input/output  chips  to  handle 
the  exchange  of  data  with  such  peripherals  as  the 
disk  drive,  tape  recorder,  or  printer;  and  perhaps 
a  sound  chip  for  music  and  sound  effects. 

In  some  computers — such  as  the  Apple,  Atari 
800,  and  IBM  PC/PCjr— the  motherboard  has  long, 
narrow  sockets  called  slots  into  which  accessory 
boards  can  be  plugged.  Memory  boards  full  of 
RAM  chips  (Random  Access  Memory)  often  fit 
into  these  slots.  Other  accessory  boards  (or  cards) 
might  include  operating  systems,  disk  drive 
controllers,  printer  interfaces,  direct-connect 
modems,  80-column  video  expanders,  graphics 
expanders,  and  even  piggyback  processors  (boards 
with  another  CPU  to  allow  the  computer  to  run 
different  types  of  software).  That's  why  mother- 
boards with  several  internal  slots  make  a  computer 
more  versatile. 

Some  computers,  including  most  home  com- 
puters these  days,  contain  only  one  circuit  board — 
the  motherboard.  All  the  components  are  con- 
tained on  this  main  board:  the  CPU,  support  chips, 
RAM  chips,  and  ROM  chips  (Read  Only  Memory). 

126    COMPUTE!     Mav1984 


Consolidating  all  the  boards  into  one  motherboard 
makes  the  computer  smaller,  lighter,  and — most 
important  from  the  manufacturer's  point  of  view — 
cheaper  to  produce.  For  example,  original  Atari 
800s  contain  six  boards,  and  that's  even  before  all 
the  slots  are  filled  with  accessory  boards.  But  the 
new  Atari  800XL,  which  replaces  the  800,  contains 
only  one  board,  even  though  it  has  more  memory 
(64K  RAM  versus  8K^8K).  Obviously,  the  800XL 
costs  less  to  manufacture. 

Of  course,  a  computer  without  slots  for  ac- 
cessory boards  would  not  be  as  versatile.  So  single- 
board  computers  generally  have  an  expansion 
slot  or  system  bus  on  the  rear.  This  allows  accessory 
boards  to  be  added  externally.  The  accessory 
boards  resemble  large  cartridges  because  they  are 
enclosed  in  protective  plastic  or  metal  housings. 

This  still  leaves  one  problem.  How  can  more 
than  one  accessory  board  be  plugged  in  at  once? 
Naturally,  there's  a  solution — an  expansion  box 
or  motherboard  extender.  Both  devices  convert  a 
lone  expansion  slot  into  several  slots.  For  instance, 
you  can  expand  a  Commodore  VlC-20  from  the 
standard  5K  RAM  to  24K  RAM  by  plugging  a 
motherboard  extender  into  the  rear  expansion 
slot,  and  then  plugging  3K  and  16K  expanders 
into  the  motherboard  extender. 

Occasionally  this  is  necessary  even  on  com- 
puters with  internal  slots  on  the  motherboard, 
such  as  the  IBM  PC.  To  fully  equip  a  PC,  some- 
times the  five  internal  slots  just  aren't  enough.    <Q 


ATTENTION  PROGRAMMERS 

Our  company  is  small  enough  that  you  won't  get  lost  in 
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If  you  have  an  exceptional  original  program  for  the  Com- 
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PROM  QUEEN  for  C64t)r  VIC 

Apple  Emulator  for  Commodore  B4 

STAT  Statistics  Pickage  lor  C64 

Solid  Oak  2  Level  Stand  for  C64  or  VtC 

C64/VIC  Switch  (networking) 

BACKUP  VI.O  tape  copier  lor  C64  or  VIC 

CAROBOARD/5  Molhertjoard  •  VIC 

CAROBOARD/5  Motherboard  ■  C54 

CARO  PRINT  G  Printer  (nt  with  Graptiics 

CARD  PRINT  B  Printer  Intefface— C64/VIC 

CARDB0ARD/3S  Motherlward  -  VIC 

CARDCO  C64/VIC  Calculator  Keypad 

CARDRAM/16  RAM  Expansion  ■  VIC 

Complele  CAHDCD  Line  In  stock 

CIE  and  VIE  IEEE  Interfaces  in  stock 

MSD  SuperDrive  for  CG4  or  IEEE  36S 

MAE  Assembler  (or  CS4  50 

Koala  Pad  Touch  Tablet— C64  or  VIC  75 

CBC  4/12  Analog  to  Oigitil  4  clian/12  m  179 

MULTIPLANforCB4  79 

Dust  Cover  (or  C64  or  ViC  6 

Grand  Master  Chess  for  C64  24 

COMAL  Langoage  lor  CB4  14 

Willi  sprites,  color  graptiics,  sound,  turtle  graphics. 
BosCanl  II  from  Batteriti  included  159 

ULTRA  BASIC -64  with  Turtle  Graphics  37 

Super  Disk  Utility  -  C64  -  includes  bacltup  19 

MicroChess-C64  -  8  levels  of  play  17 

HES  MODEM  wHhsoltware  for  C64  45 

Commodofe  64  Programmets  Reference  Guide  16 

WordPro  34-/64  with  Spdlrigbt  B5 

ViCofitroller  (also  C54|  -  BSH  Controller  50 

COM  VOICE  Synthesizer  for  C64  Of  VIC  139 

VIC  products  in  Stock  -  call  for  extra  discounts. 
Victory  Software  lor  VIC  and  C64  in  itock. 

APPLE— JFRANKUNWeMS 

FHANKLIN— complete  line  in  slock 

OUENTiN  Drives  lor  Appie/Fraakiia  189 

Swapper  Stopper  26 

automatic  switch  Ijetween  paddles  and  Joystick 
KRAF  Apple  Joystick  40 

Kraft  Apple  Paddle  Pair  30 

Koala  Pad  Toucii  Tiblel-Appie/Fnnklio  90 

SPINNAKER  Software  in  slock 
Bmderhund  Software  in  stock 

16K  RAM  Card  for  Apple  59 

Muifiplan— Mlcniiolt  185 

Solid  Oak  2  Level  Stand  lor  Apple  29 

Serial  Card  for  Apple  89 

MPC  RAM/aO  column  card  lor  lie  [AP/TXI]  139 

280  Soflcard  and  CP/M  (Micfosofll  235 

RANA  Elite  I  with  Conlroller  389 

Parallel  Primer  Interface/Cable  69 
Microtek  and  MPC  Interlaces  In  stock 

Grapplef  +  Interface  J35 

DC  Hayes  Micromodem  II,  lie  with  Smartcom  245 

PFS;  File  or  PFS:  Report  or  PFS:  Gnph  95 

Videx  80  Column  Card  209 

Apple  Blue  Book  ]  g 


Q  commodore 

Ste  IIS  for  Personal.  Business,  anil  Educationil 
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PJEtSCANI       $245  base  piriice 

Allows  you  to  connect  up  to  30  CBM/PET  Computers  to 
shared  disk  drives  and  pf  inters.  Completely  transparent  to  the 
user  Perfect  for  schools  or  multiple  word  processing  cotv 
figurations.  Base  cofifiguration  supports  2  computers.  Addi- 
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COMPACK/STCP 


$115 


Intelligent  Tennifiai  Package  tor  PET.  CBM,  C64 

Includes  ACIA  Hardware  /  STCP  Software 

SCREEN  MAKER  80  Colunifi  Adapter  rarC64     T39 

Provide  big  screen  capability  (or  business  applications. 
Copv-WrHer  Wonl  Pmcessor  for  C64  49 

Full-leatured  package  witfi  800  lines  of  text  in  memory. 
Includes  double  column  printing,  graphic  capability,  full  prin- 
ter support. 
Special  Screenrpaker/CDpy-Writer  Combo     _  179 

VICTORY  Soltware  lor  VIC  and  C64 

Ivletamorphosis  16       Creator's  Revenge  16 

Labyrinth  of  Creator       16       Galactic  Conquest  16 

Kongo  Kong  16       Annihilatof  16 

ChomperMan  16       Grave  RobtKrs  13 

Bounly  Hunter  16       Adventure  Pack  I  or  II  16 

PAPErcUPVVcnl'Precwsor-CBM/CBV  60 

ORACLE  Data  Base  from  Batlenes  Included  89 
SPINNAKER  Software  C64.  Apple.  IBM.  Atari 

Compute's  First  Book  ol  PET/CBM  1 1 

POWER  ROM  Utilities  lor  PET/CBM  78 

WordPro  4+  -  8032,  disk,  pfihler  285 

VISICALC  tor  PET,  ATARI,  or  Apple  189 

Compute's  First  Book  ol  64  Soond  &  Graphics  1 1 

SM-KIT  enhanced  PET/CBM  ROM  Utilities  40 

PET  Spacemaker  II  ROM  Switch  36 

Compute's  First  Book  of  Games  1 1 

Di/slCovertof  PET,  CBM,  4040.  Of  8050  8 
CmC  Interlaces  IADA1S00,  ADAI4S0.  SAOI  in  stock] 

Compulel's  Reference  Guide  to  64  Graphics  1 1 

Computel's  Machine  Language  for  Beginners  1 1 
HES  Software  and  Hardwire  In  stock 
UMI  products  In  stock 


FlexFife  for  PET/CBM/C64 


$59 


OalaBase,  Report  Writer  witfi  calculations.  Mailing  Lists. 
Easy  to  use,  and  can  be  modilied. 

FOHTH  lor  PEt/CM  full  FIG  model  -  Cargile/Riey  Sij 
includes  all  FORTH  79  Standard  extensions,  structured  6502 
assembler  with  nested  deciskin  macros,  standard  16x64 
screens,  ability  to  read/write  BASIC  sequential  files,  sample 
programs,  introductory  +  reference  manuat 
Metacomplller  for  FORTH  for  independent  object  code  30 
Hosting  Point  lor  FORTH  _  _   ^^ 

KMMMPASCALTriorFEt/c'BI^^^^^^^ 99 

Virtually  full  Jensen-Wirlh  implementalinr  is  now  suitable  for 
advanced  placement  courses. 

EARL  lor  PET/CBM  Oisk-based  ASS£MBLE_R_  65 

Svperfiraplilcs  -  BASIC  Language  Eitensloas  4S 

Fast  graphics.  Mund_,_turlle  graptiics  routines  fof  PET/CBM. 
BAWROM  (Of_P_ET/CBM  _4K  $75    8K  S9() 

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CBM  Public  Domain  Software  -  C64  27  disks  75 

STAT  lor  PET/CBM/CE4  and  Apple  95 

Comprciiensife  Statistical  Analytis  Routines 
Includes  complete  file  handling  capabilities.  SJimmaty  statis- 
tics, confidence  intervals,  hypothesis  tests,  exponential  mean 
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Computers  And  Society 


David  D.  Thornburg,  Associate  Editor 


Computers  In  The  Workplace 


I  can't  remember  the  exact  occasion,  but  about 
three  years  ago  mv  son  (who  was  then  seven  years 
old)  was  being  taken  to  lunch  by  a  friend  of  mine 
in  downtown  Palo  Alto.  As  the  two  of  them 
walked  down  the  street,  my  boy  looked  in  the 
window  of  an  office  where  he  saw  a  woman  typing 
some  correspondence.  "What  is  she  doing?"  my 
son  asked.  "She  is  typing  a  letter/'  my  friend 
replied.  At  that,  my  son  looked  again  and  said, 
"That's  funny;  I  thought  only  men  typed." 

I  thought  it  was  pretty  funny  too — for  a  while. 
My  son  knows  tliat  I  spend  a  lot  of  time  at  a 
keyboard,  much  of  it  writing  articles  and  books. 
In  fact,  1  am  happy  he  sees  that  keyboards  are  not 
the  sole  domain  of  female  typists,  but  are  be- 
coming increasingly  used  by  men.  But  any  stereo- 
type is  dangerous;  it  is  as  dangerous  for  my  son 
to  think  of  men  as  typists  as  it  is  for  women  to  be 
typecast  in  that  role. 

A  Difference  In  Use 

As  1  thought  about  the  incident  some  more,  it 
became  apparent  that  there  was  perhaps  a  dis- 
tinction in  the  ways  that  keyboards  were  being 
used  by  men  and  women,  especially  in  business. 
In  most  businesses  it  appears  that  male  keyboard 
users  are  using  spreadsheet  programs,  or  per- 
forming other  analytical  or  forecasting  activities 
with  computers,  while  the  majority  of  women 
employees  are  using  keyboards  connected  to 


David  Thornburg  is  an  author  and  speaker  mho  has  been 
heavily  involved  with  the  personal  computer  field  since  1978. 
His  main  interest  is  in  making  coiupiitcrs  responsive  to 
people's  needs.  He  is  the  inventor  of  the  KoalaPad  graphics 
tablet  and  is  the  author  of  nine  books  about  programming. 
His  recent  series  Computer  Art  and  Animation  (Addison- 
Wesley)  includes  four  books  on  Logo  for  the  Atari,  Commo- 
dore, Radio  Shack  and  TI  computers.  Discovering  Apple 
Logo  (Addison-Wesk']/)  shows  how  Logo  can  be  used  as  a 
tool  for  exploring  the  art  and  pattern  of  nature.  He  has  beai 
called  "an  enthusiastic  advocate  for  a  humanistic  computer 
revolution,"  and  his  editorial  opinions  have  appeared  in 
COMPUTE!  since  its  inception. 

128    COMPUTE!    May  1984 


nothing  more  sophisticated  (or  career-enhancing) 
than  an  electric  typewriter.  In  general,  it  appears 
that  men  compute  and  women  type. 

Because  those  who  compute  tend  to  earn 
more  than  those  who  type,  it  is  worth  exploring 
the  potential  of  the  business  computer  in  elimi- 
nating sex-stereotyped  jobs.  I  refer  to  sex 
stereotypes  rather  than  discrimination  because, 
as  we  shall  see,  a  good  portion  of  the  job-selection 
process  is  induced  by  the  very  people  who  end  up 
perpetuating  the  stereotype  of  women  as  typists. 

No  Access  To  The  Professions 

It  is  one  of  my  pleasures  to  spend  part  of  my  time 
as  a  teacher.  Sometimes  my  students  range  from 
third  to  sixth  grade,  and  other  times  they  are  first- 
year  graduate  students  in  product  design.  In  my 
graduate  classes,  I  will  often  have  only  four  or 
five  women  among  my  40  students.  Since  product 
design  is  among  the  more  "artsy"  of  the  engi- 
neering fields,  you  would  expect  this  number  to 
be  higher  (assuming  that  you  believe  women  are 
more  interested  in  the  arts  than  men). 

In  fact,  I  find  it  quite  disappointing  that  there's 
such  a  small  percentage  of  women.  But  the  reasons 
for  it  are  not  hard  to  discern.  In  order  to  gain  en- 
trance to  graduate  school  in  an  engineering  field, 
students  must  have  majored  in  engineering  or 
the  physical  sciences  in  college.  This,  of  course, 
requires  a  very  solid  background  in  mathematics. 

As  1  look  at  the  younger  children  I  sometimes 
work  with,  I  find  that  many  of  the  girls  are  turned 
off  to  mathematics  by  the  time  they  reach  fourth 
grade,  and  that  those  who  are  not  turned  off  have 
spent  time  with  teachers  who  have  a  deep  love 
and  understanding  of  mathematics  themselves. 
The  mathphobia  that  sets  in  at  an  early  age  has  a 
significant  destruchve  power. 

To  allow  any  group  to  consider  itself  incapable 
of  mastering  mathematics  is  to  essentially  deny 
that  group  access  to  the  professions.  For  whatever 
reasons,  most  of  the  high-paying  technical,  busi- 
ness, and  medical  professions  require  a  significant 
number  of  advanced  mathematics  courses  in  col- 


commodore 


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Working  In  A  Man's  Field 

Unfortunately,  mathematics  is  generally  con- 
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bookstore  in  the  nation.  This  book  is  Math  Equals 
(Addison-Wesley),  a  brief  history  of  women  in 
mathematics.  Rather  than  presenting  a  dry  histor- 
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the  belief  that  women  aren't  good  at  mathema- 
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130     COMPUTE!     May  1984 


of  you  are  "good  at  computers,"  but  are  probably 
not  "good  at  math."  You  already  know  that 
mathematics  is  not  a  prime  requisite  for  computer 
literacy.  And  yet  you  are  viewing  the  problem 
from  the  other  side  of  the  bridge — you  have  al- 
ready made  the  passage. 

Reinforcing  The  Myth 

Imagine  the  plight  of  the  woman  with  a  degree  in 
the  arts  or  the  humanities  who  wants  to  find  a  job 
in  business.  When  offered  an  opportunity  to  learn 
about  computers,  many  women  say,  "Oh,  I 
couldn't  learn  how  to  use  computers,  I  never  was 
good  at  math";  or  "1  never  was  good  at  technical 
subjects."  By  making  statements  of  this  sort,  these 
women  are  removing  themselves  from  career 
paths  that  lead  to  high-paying  jobs. 

Because  these  fears  are,  in  fact,  unfounded, 
those  who  express  them  are  allowing  the  persis- 
tence of  a  myth  to  restrict  their  professional  growth. 

While  I  don't  know  a  sure-fire  way  to  break 
through  to  people  who  hold  themselves  back  in 
this  way,  two  authors  have  done  a  marvelous  job 
in  trying  to  show  working  women  the  road  to 
computer  confidence  and  higher-paying  jobs. 

These  authors  are  Dorothy  Heller  and  June 
Bower,  and  their  book  is  Computer  Confidence — A 
Woman's  Guide,  published  by  Acropolis  Books 
{S9.95  paperback).  Because  of  the  timeliness  of  its 
topic  and  its  lucid  style,  this  book  deserves  a  wide 
readership.  You  could  do  your  community  a  favor 
by  seeing  that  your  local  bookstore  has  plenty  of 
copies  in  stock. 

A  Highiy  Personal  Booi( 

As  women  who  entered  the  computer  field  from 
backgrounds  in  the  humanities,  the  authors  have 
the  rare  perspective  of  those  who  have  walked 
both  sides  of  the  street.  The  book  is  a  highly  per- 
sonal account;  in  fact,  it  is  the  book  they  wish 
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tered the  computer  field.  Topics  range  from  a 
short  history  of  women  who  "made  it  big"  in  com- 
puters, to  case  histories  of  working  women  who 
use  computers  without  knowing  how  to  solve 
partial  differential  equations.  By  blending  case 
histories  with  enough  technical  data  to  make  the 
reader  a  savvy  shopper  for  computer  technology 
the  authors  prepare  the  reader  for  the  main  goal 
of  the  book:  to  show  women  how  they  can  enter 
career  paths  with  unlimited  upward  potential. 
This  assistance  covers  the  spectrum  from 
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career  choices,  to  practical  tips  on  how  to  handle 
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degrees  from  the  "right"  schools.  © 


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MODEMS 


kjsyes 

Smartrnodem  300 
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PA  -^GD  for  Tl.gSMA  or  Com-podore 

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PRINTERS 


Tremendous  Discounts 

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Other  Epson  models .  .  .  CALL 

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HEWLETT-PACKARD 
CALCULATORS 


HP.IIC 
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HP-15C  90 

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HP97  560 


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HP  4  lev         200 

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51/4"  DSQD-96TPI  (747)  $3.25  ea. 
8"  SSSD  (740)  $2.05  ea, 
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8"DSDD(743}$3.10ea. 


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EPSON  MX-70/80 
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Okidata  Micro  84 
Diablo  630  Mylar 
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S3.S8ea.  -  .25  Shpng 
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Shipping;  SVa"  DISKETTES— Add  $3,00  per  100 
or  fraction  thereof.  8"  DISKETTES— Add  $4.00 
per  100  or  fraction  thereof.  OTHER  ITEMS:  Ship- 
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ping charges.  Payment:  VISA  or  MasterCard. 
COD  orders  only,  add  S3.0O.  Taxes:  Illinois  cus- 
tomers.  please  add  8%. 


Authorized  Distributor 
Information  Processing  Products 


May  1984    COMPUn!    131 


jQttJhe  Roa43gith  Frgjtff  ign|zio 


The  Morning  After: 

Anti-Computer  Backlasti 

And  The  Arrival  Of  The  IVIass-IVIaricet 

Home  Computer 

Parti 


This  is  the  text  of  the  speech  Fred  delivered  at  the  V^est 
Coast  Computer  Faire  in  late  March.  We  are  printing 
the  speech  in  tzvo  parts. 


We  are  at  a  watershed  in  home  computing.  The 
watershed  has  been  caused  by  the  computer  price 
wars  of  1983,  the  introduction  of  simple  and  inex- 
pensive, yet  powerful,  new  computer  programs 
and  peripherals,  and  the  entry  of  IBM  into  the 
home  computer  market. 

Over  the  next  year,  home  computing  users, 
vendors,  and  enthusiasts  will  divide  into  two 
major  camps:  the  computer  intimates  and  the  com- 
puter literates.  By  the  end  of  1986  these  two  groups 
will  have  fused  into  a  third  camp:  the  neo- 
programmers,  who  will  represent  the  bulk  of  the 
users  of  home  computers  through  the  next  decade. 

Literates  Vs.  Intimates 

Hackers,  computer  professionals,  old-line  com- 
puter educators,  programming  teenagers,  and 
computer  hobbyists  will  make  up  the  bulk  of  com- 
puter literates.  Computer  literates  will  stress  the 
importance  of  learning  how  to  program  and  learn- 
ing how  computers  work.  The  computer  itself  will 
continue  to  be  the  prime  concern  of  this  group. 
Computer  intimates  will  far  outnumber  the 
computer  literates.  Computer  intimates  will  consist 
of  all  the  millions  of  Americans  who  were  roped 
or  forced  into  using  computers  and  who  demand 

132     COMPUTE!     Mav1'?84 


that  they  be  easier  to  use  and  more  practical. 

Computer  intimates  will  believe  that  software 
and  computer  input  devices  are  far  more  impor- 
tant than  the  computer  itself.  As  a  group  they  will 
preach  ignorance  of  computer  programming  and 
ignorance  of  the  computer's  insides  as  virtues. 
The  motto  of  the  computer  intimates  will  be:  "You 
don't  have  to  know  how  a  computer  works,  only 
how  to  make  it  do  work  for  you." 

The  Computer  Freiglit  Train 

On  December  6,  1983,  I  appeared  on  ABC's  Good 
Morning  America  TV  show  as  a  computer  expert. 
My  task  was  to  advise  families  on  the  type  of  com- 
puter they  should  purchase  for  Christmas.  In  less 
than  seven  and  a  half  minutes  I  led  the  show's 
viewers  and  its  two  hosts,  David  Hartman  and 
Joan  Lunden,  through  a  bewildering  array  of  com- 
puter hardware  and  computer  programs. 

I  am  sure  that  when  the  segment  was  over, 
most  viewers  still  couldn't  tell  the  difference  be- 
tween a  disk  drive,  a  program  recorder,  or  a  touch 
pad.  But  I'll  wager  that  they  did  have  a  better 
feeling  for  the  risk  involved  in  investing  in  a  per- 
sonal computer,  for  the  daunting  complexity  of 
becoming  a  first-time  user,  and  for  the  flood  of 
computer  products  and  the  dearth  of  reliable 
guidelines  for  making  a  purchase. 

"Most  consumers  see  personal  computers  as 
a  high-speed  freight  train,"  I  told  viewers.  "They 
fee!  they  have  to  take  the  risk  of  hopping  on  now. 


UNI3l=l^\iKRI 

Software  that's  priced  UNDER  ttie  competitions' 


COMMODORE  64 

&  ATARI 

COMPUTER  CLASSICS 


Jusl  lor  Youl 


EPYX 

Temple  of  Apshoi  (D&C) $26 

Uppef  Reoches  /ipsfiai  (D&C> 516 

Gateway  to  Ppshai  (CT) SJ4 

DfOQonRiders  of  Bern  (CT) $24 

Jumpmon  (CT) S24 

Jumpmon  Junior  (CT) $24 

PitSlop  (CT) $24 

Broderbund  Chopimer  (CT) $29 

Brocteitsund  Lode  Bunner  (D) S24 

Href  Star  flip  Rop  (D&C) S22 

first  Star  Bristles  (D&C) S22 

HesWaie  Gfidiunnet  (CT) 519 

Infocom  Zort<  I.  II.  Ill  (D) 9a,  S2« 

Infocom  Witness  (D) $33 

Infocom  RonefFall  (D) $33 

PARKER 

PaiKer  Q  Bert  (CT) $37 

ftjrker  Star  Wars  (CT) $37 

Porker  Jomes  Bond  (CT) $37 

Patkei  Gvajss  (CT) $37 

Parlier  Popeye  (CT) $37 

Paft<ef  Rogger  (CT) $37 

SYNAPSE 

Synopse  Blue  Max  (D&C)  $22 

Synapse  Fort  Apocolypse  (D&C) $22 

Synapse  Islecromancer  (D&C) $22 

Synapse  Pfmrti  Curse  (D&C) $22 

Synapse  Zeppelin  (D&C) $22 

Sega  Stor  Trek  (CT) $25 

Sega  Congo  Bongo  (CT) S25 

Sego  Buck  (togers  (CT) $2S 

Screenplay  DunZhin  (D) $29 

SubLogic  Rnball  (D&C) $22 

SubLogic  Flight  Simulator $37 

SPINNAKER 

Alt  Color  Caves  (CT)  ages  3-6 $26 

Alptiabet  Zoo  (CT)  ages  3-8 $23 

Delta  fvlusic  (CT)  $26 

Dsfto  Drawing  (CI) $26 

Fbce  Maker  (CT)  ages  3-8 $23 

Kids  On  Keys  (CT)  ages  3-9 523 

KirKterComp  (CT)  oges  3-8 $19 

Bubble  Burst  (CT)  oges  4-8 $26 

Grandma's  House  (D)  ages  4-8 $23 

Stoty  Ivlacnine  (CT)  oges  5-9 $24 

Rancti  West  (CT)  ages  5-10 S24 

Roction  Fever  (CT)  ages  7-12 $23 

JukeBox  (CT)  ages  8-odult $26 

Aegean  Voyage  (CT)  ages  8-adult  . .  $24 

Up  For  Grobs  (CT)  ages  8-Qdult S24 

Adventure  Create  (CT)  ages  12  &  up  $24 
HAYDEN  {ogei  4.10) 

MicroAddifion  (D&C) $20 

MicfoSubtraction  (O&C)  $20 

MicroDivision  (D&C)  $20 

IvIicrotViultiplication  (D&C)  $20 

Monkey  See- Spell  (D&C) $20 

AMERICAN  EDUCATIONAL  COMPUTER 
(DISK  ONLY) 

Learn  About  Sounds  (grodes  K-3) $39 

Wads  In  Reoding  I  (grades  1-3) $39 

Words  in  Reoding  II  (grades  1-3) $39 

Reading  Compreh  I  (grodes  (1-4)  ...  $37 
Deeding  Compreln  li  (grades  3-7)  —  S37 
Reading  Compreh  III  (grades  6-S)  ...  S37 
VocQbul  Word  Bldar  (grades  2-S)  . . . .  $29 
Gfommer  Word  Skill  (grades  2-S)  ....  S29 

US  Geography  Foots  (grades  2-8) S29 

Worid  Geogrophy  (grades  2-8) S29 

Sponlsh  Vocabulary  (grades  2-8) $29 

Spinnaker  .Aerobics  (D)  $33 

CodeWriter  Dialog  (O) $45 

CodeWriter  ELF  Easy  Lang.  Form  (D) . .  $4S 


HARDWASE 


Contlnentol  Home  Accountant  (D)  . .  $47 

Continental  Tax  Advontage  (D) $33 

Continental  fCM  First  Class  Mail $29 

Pinboil  Construction  Set  (D) $39 

M.U.LE(D)- $39 

Wofms?(D&C) $34 

Archon  (D&C) $39 

Hard  Hot  tvlock  (D&C) $34 

fi^urdet  on  the  Zinciemeuf  (D) $39 

Itie  Cut  &  Ftoste  Word  Processor  (D)  .  $49 

DBug(D) $34 

Axis  Assossrn  (D) $34 

Music  Construction  Set  (D) $39 


FREE  DISKETTE 

with  each  purchase  of 

Electronic  Arts  software 


COM  44  EXCLUSIVESI      VIC  20  HITS 


KrSi 


SOFTWAK 


UNDERWARE 


[e?J7il»l  Just  for  Youl 

Acess  Beach  Heod(  D&C) $23 

Avolon  Hill  TelenGuord  (C) $15 

ATOlon  Hill  B-1  Bomlaer  (C) $12 

Creative'  Crisis  Mountain  (CT) $25 

Synapse  Sentinel  (DStC) $22 

SNTlopse  ZAXXON  (D&C) $28 

ScreenRoy  Pogo  Joe  (D&C) S19 

ScreenRoy  As^dum  (D&C) $23 

Screenplay  K.  Uston  Blackjack  (D)  . . .  $57 

Qjick  Silva  Ring  Pombi  (D&C) $23 

Qjick  Siiva  AquoPlane  (D) $23 

First  Star  Boulder  Dosti  (D&C) $25 


TAXAN  12'  Green $99 

7AXm  12- Amtsef $109 

NEC  JB  1205  Amber $155 

Amdek  Color  I $287 


PRINTERS 


fimewcrts  SwitTox  (D) $39 

Creolrve  Household  Fjnorx:e  (D) $23 

Creative  Housetiold  Finance  (C) S19 

HesWore  Rnonce  t^anager  (D) ..... .  $49 

Cardco  Tax  Survival  Progrom  (D) $33 

Cardco  Write  f*3w!  (D) $39 

Timeworks  Word  Writer  (D) $39 

On-Line  HofoeWtod  (D) S39 

Creative  Joe's  Writer  (D)  $42 

HesWare  OmniWriter  &  Spell  (D) $49 

Blue  Sky  Script  64  &  Spell  (D) $49 

WordPro  3  Rus  SpellRight  (D) $49 

HesWore  Multiplon  (D) $75 

HesWore  Omnlcalc  (D) $37 

MSI  Pracficolc  (D&C) $35 

MSI  Programmable  Spreadstieet  (D) .  $55 

Sim  Home  Calc  (D&C) S26 

Creative  Jack's  Calc  (D) S42 

Hondic  Cole  Result  Advanced  (D). . .  $75 


Creatrve  Red's  Filer  (D)  $42 

TimeWorks  Data  Monoger  (D&C) S19 

TimeWortis  Data  Monoger  It  (D&C)  . ,  $39 

CodeWriter  Home  Rlewtiter  (D) $55 

Entech  Data  Base  64  (D) $55 

MSI  ProctiRle  (D) $39 


Cymlxal  Generol  Ledger  (D)  S45 

Cymbal  Accounts  fteceivabie  (D)  . . .  $45 

Cymbal  Accounts  Poyoble  (D) $45 

Cymbal  inventory  Controi  (D) $45 

Cymbal  Invoice  Writer  (D) $45 


LANGUAGES  &  UTILITIES 


HesWore  Hesmon  64  (CT) S26 

HesWore  64  Fortti  (CT) $45 

Acess  Spritemoster  (D&C) $23 

Timewks.  F^ogromg.  Kit  \.  II.  Ill  (D&C)  eo.  $19 

Blue  Sky  Lost  Or>e  (D) $79 

Blue  Sky  80  Column  (D) $29 

Blue  Sky  Graphic  Designer  (D) $29 

Blue  Sky  64  Statistics  (D) $29 

Biue  Sky  Super  Basic  (D) S29 

Blue  Sky  Add  On  Basic  (D) $29 

Blue  Sky  Super  Copy  (D) $29 

HesWare  Grophlcs  Bosic  (CT) $39 

HesWare  HES  CAT  (D) $19 

HesWare  HES  FONT  (CD S14 

HesWare  HES  KIT  (CT)  S39 


Qeotive  Home  Office  (D) $22 

Creative  Home  Office  (C) S19 

f/SI  Piocticolc  Plus  (D) S3S 

rv'S  Procticalc  Plus  (T) $33 

ri/SI  Practicolc  (D) $32 

MSI  Practicolc  (T) $29 

HesWare  Vc  Forth  (CT) $39 

HesWare  Hesmon  (CT) $26 

Cardco  Write  f>Jow $27 

Epyx  Fun  witti  Art  (CT) $26 

Epyi  Fun  wtfi  Music  (CT) $26 

KinderComp  (CT) $23 

Story  Machine  (CT) $23 

Face  fvloker  (CT)  $23 

Kids  On  Keys  (CT) $23 

AJphobef  Zoo  (CT) $23 

HesWore  Turtle  Graphics  (CT) $24 

WizWare  Turtle  Tracks  (C) $19 

Creative  Choplifter  (CT) S19 

Epyx  Tempe  o1  Apstioi  (C) $24 

Sega  Corigo  Bofigo  (CT) $25 

Sega  Star  Trek  (CT) $25 

PI-HII'HI=RAI.S 

IdrMiiimUJISl 

CHALKBOARD  POWERPAD S79 

(C64  &  AtolO 
Software  Packages 

Logic  Master $27 

Leo's  Links $27 

Programmers  Kit S19 

BearJam $25 

KOALAPAD  ATARI  C64 $67 

MONITORS 

BMC  13"  Cofnposits  Color  Plus  $229 

BMC  12"  Lowr  Res  Green $85 

US1 12"  Green  Hi-Hi  Res $129 

USi  IT  Amber  Hi-Hi  Res $139 


NEC8023A $379 

STARGEMN  10X S2B7 

ALPHA  COM  81 $169 

Cable  witti  AlphaCom FREE 

Okictoto  a2A  $389 

Okidata  83A  SS89 

Trgnstar  1315  Color  $489 

The  Boss $14 

Bot  Stick  $19 

Red  Boll $21 

Trock  Ball $30 

3  Way  Grip $21 

MODEMS 

Anchor  Mork  7  30O  boud $129 

Novation  J-Cot  300  baud $119 

Comrrrodofe  1600  Modem $58 

ComrTKxJore  1650  Auto  M S155 


CARDCO  PERIPHERALS 


Numeric  Keypad  C64 $37 

Graphic  Printer  Interface $69 

Economy  Fainter  Interface $39 

Commodore  64  3  Slot $49 

16K  Board $53 

Cassette  Interface $29 


DISK  DRIVES 


Rano  1000  1 7aK $329 

Concorde  Master  1 76K $329 

Concorde  Slave  176K $249 

Concorde  Ivtaster  34aK $389 

Concorde  Slave  34BK $309 

Concoroe  Master  1 74K $299 

Concorde  Master  348K $369 

Commodore  1541  174K $269 

BLANK  pISKEHES 

MD1  SS  DD  Box  otlen $27 

rv1D2  DS  DD  Box  of  Ten  $40 


iWMm 


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or  they  feel  they  will  be  run  over  or  left  behind." 

The  Hottest  Thing  Under  The 
Christmas  Tree 

More  computers  were  sold  as  Christmas  gifts  this 
year  than  in  any  year  prior  to  1983.  By  early  1984 
over  eight  million  Americans  had  personal 
computers. 

Unfortunately,  soon  after  Christmas,  many 
of  these  Americans  began  suffering  from  "morn- 
ing after"  regrets  and  resentments.  Too  many 
Americans  who  had  seen  the  slick  commercials 
on  TV  and  who  had  heard  the  daily  press  reports 
about  the  computer  revolution  were  now  won- 
dering what  they  had  gotten  themselves  into. 

Most  Americans  have  heard  the  word  software 
but  have  only  a  vague  idea  what  the  word  means. 
They  have  no  understanding  of  what  comprises  a 
"complete"  computer  system.  They  have  no  ap- 
preciation of  what  operating  or  programming  a 
computer  entails. 

Most  Americans  don't  even  know  how  to 
hook  up  a  computer's  cables,  plug  it  in,  or  turn  it 
off.  1  know  of  one  family  who  finally  turned  their 
computer  off  at  one  in  the  morning,  but  who  only 
did  so  after  hours  of  agonized,  fruitless  searching 
of  the  manual.  They  were  afraid  they  might  break 
the  computer  if  they  turned  it  off  the  wrong  way. 

The  Computer  Kit 

Why  do  people  buy  computers?  Most  Americans 
buy  computers  out  of  curiosity,  for  their  work,  to 
play  games,  or  as  an  educational  aid  and  tool  for 
their  children. 

Most  Americans  buy  computers  at  bargain- 
basement  prices,  usually  at  discount  houses.  Most 
Americans  get  their  basic  knowledge  about  com- 
puters from  news  stories  and  TV  commercials. 

When  a  person  buys  a  computer,  he  thinks 
he  has  bought  something  equivalent  to  what  he 
has  seen  on  TV.  He  expects  his  computer  to  be 
able  to  do  roughly  the  same  things  as  the  TV 
computer. 

The  average  new-computer  purchaser  brings 
his  computer  home,  struggles  with  the  manuals, 
cables,  and  plugs,  and  finally  powers  the  com- 
puter up.  After  all  this  effort,  what  does  he  get? 

A  blank  screen. 

After  still  more  struggling  with  his  manual, 
the  astute  newcomer  finally  realizes  that  what  he 
has  bought  is  a  kit — like  a  bicycle  or  a  puzzle  that 
comes  in  a  million  pieces.  Only  it's  worse.  The 
kit's  pieces  are  invisible.  You  don't  get  to  see  them 
until  they  appear  on  the  computer's  display  screen 
after  you  have  typed  them  in  at  the  keyboard. 

The  pieces,  of  course,  are  the  commands  in 
the  computer's  BASIC  programming  language. 
Computer  commands  are  more  difficult  to  use 
than  puzzle  pieces  for  two  reasons.  First,  puzzle 

134    COMPUTE!    May  1984 


pieces  are  combined  in  some  sort  of  visual  order 
to  make  up  a  picture.  Second,  pieces  in  a  puzzle 
can  usually  be  combined  in  only  one  way.  And 
the  picture  fragment  on  each  piece  is  a  clue  to 
where  the  piece  belongs. 

But  computer  commands  are  different.  They 
carry  no  picture  fragment  that  helps  you  see  where 
in  a  picture  (or  a  program)  they  belong.  And  they 
can  be  combined  in  an  infinite  number  of  ways. 
There  is  no  set  order  to  reach  any  given  solution. 

Most  kits — for  a  bicycle,  a  lawn  chair,  a  toaster 
oven,  a  sandbox,  or  swing  set — come  with  explicit, 
printed  directions.  Computer  kits  don't  usually 
come  with  printed  directions.  Instead,  they  come 
with  a  dictionary  of  commands  organized,  alpha- 
betically, from  A  to  Z.  You  get  all  the  building 
blocks,  but  little  or  no  help  in  how  to  put  them 
together.  And,  before  long,  you  realize,  with  a 
sinking  feeling,  that  they  can  be  put  together  in  a 
million  ways. 

But  where  do  you  start? 

Buying  Half  A  Computer 

It  finally  dawns  on  the  consumer  that  what  he 
has  bought  is  only  half  a  computer.  Until  he  buys 
some  software  and  some  more  equipment — a 
program  recorder  or  disk  drive,  cassettes,  disks, 
cartridges,  and  a  printer — he  can't  do  anything 
useful. 

Of  course  this  isn't  exactly  true.  He  can  always 
assemble  the  kit  himself.  There  are  dozens  of 
magazines  and  hundreds  of  books  with  pre- 
recorded programs  for  his  kind  of  computer.  All 
he  has  to  do  is  follow  the  blueprints — the  listings — 
in  the  books  and  magazines,  and  soon  he  will  be 
the  proud  owner  of  a  real  computer. 

Of  course  he  will  need  to  spend  dozens  of 
hours  entering  in  the  programs,  and  dozens  of 
hours  more  poring  over  the  listings,  trying  to 
figure  out  why  his  programs  don't  work. 

And  he  will  have  to  invest  in  a  storage  device, 
so  he  can  save  his  delicate,  precious  programs. 

And  he  still  needs  a  printer  if  he  plans  to  use 
the  computer  as  an  electronic  typewriter,  book- 
keeper, or  filing  cabinet,  the  three  most  popular 
home  computer  applications. 

Voting  No  To  The  Home  Computer 

After  the  average  consumer  has  forked  over  from 
S50  to  $300,  is  he  likely  to  invest  another  $100  to 
$1000  for  additional  hardware  and  software  to 
"finish  off"  his  computer? 

After  the  consumer  has  made  his  purchase 
and  found  that  he  has  only  half  a  computer,  is  he 
likely  to  feel  positively  toward  computers  and 
computer  companies? 

After  the  average  consumer  has  realized  that 
he  has  bought  a  kit,  is  he  likely  to  roll  up  his 
sleeves,  master  a  programming  language,  or  pa- 


tiently  enter  in  hundreds  of  lines  of  unintelligible 
commands? 

The  answer  to  all  these  questions,  for  the  aver- 
age consumer,  is  no. 

The  After-Christmas  Backlash 

Under  these  circumstances,  the  average  person 
who  bought  or  received  a  computer  for  Christmas 
is  not  likely  to  become  a  computer  enthusiast. 
Instead,  he  is  likely  to  become  part  of  a  growing 
anticomputer  backlash. 

More  and  more  individuals  and  groups  in 
society  are  coming  to  the  conclusion  that  personal 
computers  have  not  lived  up  to  their  promise.  At 
the  very  least,  they  have  not  lived  up  to  their 
commercials. 

These  individuals  and  groups  are  becoming 
more  organized  and  outspoken.  Like  me,  they 
see  personal  computers  as  a  high-speed  freight 
train,  and  they  are  set  on  derailing  that  train. 

The  other  night  I  was  listening  to  National 
Public  Radio's  "All  Things  Considered."  A  so- 
called  computer  expert  was  on  the  show  decrying 
the  use  of  computers  in  education.  In  his  opinion, 
most  people  were  using  computers  as  fancy,  ex- 
pensive, electronic  flash  cards.  He  warned  Amer- 
ican parents  and  teachers  that  the  computer  in- 
dustr)'  was  deceiving  them  in  a  major  way. 

Two  nights  later  I  read  in  USA  Today  that  the 
American  Academy  of  Pediatricians  was  warning 
against  using  computers  with  small  children.  The 
Academy  reaffirmed  its  decade-old  statement 
that  "Advertising  that  promotes  ...  learning  envi- 
ronments, programs,  or  systems  is  often  guilt- 
producing,  misleading  and  potentially  destructive 
of  human  development  and  values."  The 
Academy  scolded  parents  who  create  a  "super- 
baby  syndrome"  in  which  parents  buy  computers 
for  small  children  and  enroll  them  in  computer 
classes  even  before  they  are  toilet- trained. 

Fighting  Back 

The  American  public  has  been  dazzled  by  the 
glamour  and  high-tech  chic  of  personal  com- 
puters. On  the  surface,  the  public's  attitude  to- 
ward computers  seems  to  have  undergone  a 
dramatic  change.  On  the  surface,  it  appears  that 
most  Americans  approve  of  computers,  if  not  for 
themselves,  at  least  for  their  children.  And  even 
if  they  don't  approve  of  them,  they  see  them  as 
inevitable. 

This  is,  indeed,  how  Americans  feel — on  the 
surface.  But  what  is  going  on  beneath  the  surface? 

I  submit  that  the  public's  current  attitude 
toward  computers  is  superficial  and  can  easily  be 
changed.  1  further  submit  that  the  situation  is 
becoming  increasingly  ripe  for  public  opinion  to 
take  a  swing  in  the  opposite  direction.  This  swing 
may  be  dramatic  and  quick. 


The  American  public  has  been  put  on  the 
defensive  by  the  rapid  spread  of  personal  com- 
puters. But  the  public  is  likely  to  regain  the  offen- 
sive at  the  first  opportunity.  Beneath  the  thin 
veneer  of  approval  lurk  people's  old  prejudices 
and  stereotypes  against  computers.  These  pre- 
judices and  stereotypes  are  fortified  and  aggra- 
vated by  the  bad  experiences  millions  of  people 
are  having,  firsthand,  with  computers. 

The  American  public  just  needs  a  champion. 
As  soon  as  groups  and  individuals  appear  who 
can  articulate  the  public's  feelings  against  com- 
puters, the  public  will  rally  around  them.  And  then 
a  major  backlash  against  computers  will  begin. 

A  Consumer  Uprising 

People  who  are  alienated  by  computers  are  not 
ignorant  Luddites  who  oppose  computers  just 
because  they  are  new  and  different, 

Many  people  already  oppose  computers  out 
of  ignorance  and  prejudice.  But  many  more  may 
soon  oppose  computers  because  they  feel  com- 
puters have  been  misrepresented  and  oversold. 

An  anticomputer  backlash  may  be  in  the 
cards.  If  so,  it  should  not  be  viewed  by  those  of 
us  in  the  computer  industry  as  an  ignorant  neo- 
Luddite  rebellion.  We  should  see  it  for  what  it  is: 
a  legitimate  uprising  by  irate,  unhappy  consumers. 


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Learning  With  Computers 


J.  B,  Shelton  ond  Gienn  M,  Kleiman 


Ready-to-Run  Magazines 


We  met  our  first  personal  computer,  an  8K  PET, 
back  in  1978.  Soon  thereafter  we  purchased  one 
of  the  "new"  PETs — a-state-of-the-arl  machine 
with  16K  RAM  memory,  a  full-size  keyboard  and 
a  cassette  recorder  for  external  memory. 

In  those  long  gone  days  of  almost  six  years 
ago,  we  eagerly  sought  information  about  our 
new  machine,  but  little  was  available.  It  came 
with  very  little  documentation,  and  what  was 
provided  was  barely  understandable.  Today  al- 
most every  bookstore  has  a  large  selection  of 
computer  books  and  even  some  drugstores  carry 
computer  magazines,  but  no  books  or  magazines 
were  readily  available  back  then. 

One  source  of  valuable  information  was  Cur- 
sor magazine,  published  by  Ron  Jeffries.  Not  a 
traditional  magazine.  Cursor  arrived,  somewhat 
irregularly,  on  a  cassette  tape.  Each  issue  con- 
tained six  programs  that  we  could  load  and  run 
right  away.  The  programs  were  a  mix  of  graphics 
and  sound  demonstrations,  games,  puzzles, 
programming  utilities,  educational  programs, 
and  simple  applications  programs  (for  example, 
for  calculating  mortgage  rates).  All  the  programs 
were  at  least  reasonable;  some  were  true  gems. 

A  First  Look 

The  programs  in  Cursor  magazine  gave  us  our 
first  sense  of  the  potential  uses  of  personal  com- 
puters. In  addition,  we  could  list  and  analyze  the 
programs  to  learn  new  programming  techniques. 
Cursor  also  has  claim  to  being  the  all-time  best 
buy  in  the  personal  computer  industry.  The  price 
of  a  six-issue  subscription  was  originally  $20. 

Cursor  magazine  continued  publishing 
through  May  1982.  Copies  of  all  30  back  issues  are 
still  available,  and  some  of  the  programs  have 
been  made  available  for  the  Commodore  64. 
Another  early  cassette  magazine  for  TRS-80  com- 
puters, CLOAD,  continues  to  publish  and  is  now 
available  on  disk  also. 

The  idea  of  "magazines"  of  ready-to-run  pro- 

Dr.  Glenn  M.  Kleiman  is  an  educational  psychologist  and 
soflivare  developer.  He  is  the  author  of  Brave  New  Schools: 
How  Computers  Can  Change  Education  (RestonI 
Prentice  Hall)  and  the  designer  o/ Square  Pairs,  an  educa- 
tional game  program  (Scholastic,  Inc.). 

136    COMPUTE!     May  1984 


grams  has  grown.  Two  new  magazines  on  disk 
have  recently  appeared,  both  focusing  on  educa- 
tion about  and  with  computers.  In  this  column, 
we  review  and  compare  Microzine  and  Window. 
Our  reviews  are  based  on  the  first  three  issues  of 
Microzine  and  the  second  and  third  issues  of 
Wiitdow.  Both  magazines  are  now  available  for 
Apple  computers,  and  versions  for  other  com- 
puters are  being  developed. 

Microzine,  Captivating  For  Cliildren 

Microzine,  published  five  times  a  year  by  Scholas- 
tic, Inc.,  is  designed  for  children  ages  10  and  up. 
Each  issue  contains  four  programs  and  a  48-page 
printed  manual  that  supplements  the  onscreen 
instructions  and  provides  additional  ideas  for 
using  some  of  the  programs. 

One  of  the  four  programs  in  each  issue  is  a 
Twistaplot  story.  These  are  stories  in  which  the 
plot  details  and  outcome  are  controlled  by  deci- 
sions the  reader  makes.  For  example,  one  issue 
contains  a  crime-solving  adventure  called  "Mys- 
tery at  Pinecrest  Manor."  This  is  an  old-fashioned 
whodunit  which  makes  the  reader  an  active  par- 
ticipant in  the  story.  As  the  reader  and  participant^ 
you  study  files  containing  background  informa- 
tion about  each  of  the  suspects,  search  for  clues, 
and  spy  on  suspects.  You  play  the  part  of  a  char- 
acter in  the  story,  deciding  where  to  go  and  what 
to  do  at  each  choice  point.  You  can  reread  the 
story  many  times,  changing  your  responses  and 
thereby  encountering  different  events  and  out- 
comes each  time. 

The  flexibility  of  the  stories,  excellent 
graphics,  and  the  active  role  played  by  the  reader 
make  Twistaplots  captivating  for  children.  Inter- 
active stories  are  an  exciting  new  genre  of  fiction, 
and  Twistaplots  demonstrate  some  of  the  advan- 
tages of  using  computers  to  present  these  stories. 

Educational  Programs 

Each  Microzine  also  contains  one  or  two  computer 
tool  programs.  These  provide  a  means  for  children 
to  explore  and  learn  about  different  uses  of 
computers. 

A  Poster  program  provides  a  simple  computer 
language  for  creating  colorful,  low-resolution 


Chart  Your  Progress 


Specials  Of  The  A/Iowth 

Atari  600XL S189 

Atari  800XL $299 

Atari  1030  Modem $115 

Rana  1000  Disk  Drive $339 

1027  Letter  Quality  Printer $299 

Commodore  SX64  Portable  Computer  $959 

Commodore  Automodem $  95 

Commodore  Graphics  Printer $269 

Verbatim  Twin  Pak   $  5.25 

Elephant  Disks  S/S $19.50i 


Hardware 
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Education 


Atari 

Harcourt  Brace  SAT/D  . 

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Match  Wits/D 

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Early  Games/D 

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Spellicopler 

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Creafure  Creator 

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Math  Maze 

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Alien  Addilion/D 

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Meleor  Mulliplicaiion. . . 

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Compu-Read/D 

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Compu-Malh/Fractions  . 

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Compu-Math/Decimals  . 

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Spelling  Bee  Games 

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Speed  Read  t/D 

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Spider  Ealer/Koala 

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Bumble  Bee/Learning  Co. 

$29 

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Face  Maker/CRT 

$25 
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Kids  on  Kevs/CRT 

Alphabet  Zoo/CRT 

Kid  Wriler/CRT 

$25 

Delta  DraHine/CRT    . .  . 

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Commodore 

CBS  Addilion/Subl 

.$17 

CBS  Multiplication/ 

Division 

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Speed  Reader  Il/D 

.$49 

Word  Attack/D   

.$36 

Mathblasler/D   

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Spellakazan/D   . 

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f  rypio  Cube/D 

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Master  Type/D-CRT 

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Songwriter/D 

.529 

Alphabet  Zoo/CRT 

.522 

Fraction  Fever/CRT 

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rjella  Drawing/CRT   

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Facemaker/CRT 

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Train^/D   

.$29 

KidwTiler/CHT 

.$25 

Dungeons  of  Algebra 

Dragons 

S17 

Juggles  Rainbow 

.S22 

Bumble  Bee 

.$29 

Karli  Games  Piece  of  Cake  $22 
Early  Games  .Match  .Maker  $22 


Business 


Atari 

Atariwrller  ....,,........$  79 

Visicalc $179 

Financial  Wiiard    $  45 

Letter  Perfect    $  69 

Data  Perfect    $  79 

Spell  Perfect S  65 

Spell  Wizard $  45 

Text/Spell  ^A'izard 

Combo S  65 

Bank  Street  Writer S  49 

Bank  Street  Speller S  49 

Homeword   S  49 

Syn  F'ile+    $  65 

Syn  Text  S  23 

Syn  .Mail $  34 

Home  Accountant    $  4N 

Tax  Advantage $  39 

Complete  Pei^onal 

Accounlant $  65 

Atspeller $  33 

Diskette  Mailing  List $  21 

Miles  Payroll  System $119 

Atari  Accounting   $169 

Family  Finance S  36 

File  Manager  800*  $  65 

Com^modore 

Ijsy  Script  64/D   $  35 

Easy  Spell  64/D $  16 

Easy  Finance  I.  M  ea./D       $  16 

Accts.  Recei%able/D $  35 

Payrol!/Check¥iriting/D       $  35 

Assembler  64/D $   15 

l.ogo/D S  49 

Simons  Basic/CRT $   17 

Bank  Street  Hritcr/D   $  49 

Hume  Accountant/D $  48 

Tax  Advantage $  45 

FC.M %  35 

Paper  Clip  Word 

Processor $  89 

Delphi's  Oracle S  89 

Practicalc64 $  4D 

CalcHesull/ Easy-CRT.... $  .59 
Calc  Resul1/Ad*anced-D      $109 

.Multiplan/D S  65 

General  Ledger/ D    S  59 

Data  Manager/D S   17 

Electronic  Checkbook   .  . . .  S   17 

SHiflax/D   S  35 

Quick  Brown  Fox/D S  59 

Quick  Bro«n  Fox/CRT  . .  .  S  56 


Computer  Outlet 


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pictures.  This  program  is  a  good  introduction  to 
botli  computer  graphics  and  some  rudimentary 
programming  concepts. 

An  Electronic  Card  Filer  program  demon- 
strates how  computers  can  be  used  to  store,  sort, 
and  retrieve  information.  This  program  is  well 
designed  for  introducing  data  base  and  informa- 
tion retrieval  concepts,  but  it  is  limited  to  small 
amounts  of  information.  Each  card,  or  record,  can 
contain  only  five  fields  of  information,  with  up  to 
25  letters  or  numbers  per  field. 

Another  tool  program,  Melody  Maker,  is  for 
creating  music  on  the  computer.  With  Melody 
Maker  you  can  enter  notes  over  a  two-octave  range 
and  have  the  computer  play  your  song.  You  can 
also  have  the  computer  create  a  visual  display  to 
go  with  your  music.  One  type  of  display  shows  a 
musical  staff  and  the  notes;  other  types  of  displays 
create  colorful  patterns.  You  can  save  your  songs 
on  disk  to  play  again  later. 

No  Editing  Feature 

The  Melody  Maker  program  can  be  very  useful  in 
helping  children  learn  about  reading  music.  Its 
main  drawback  is  that  it  is  difficult  to  change  a 
song  once  you  have  entered  it.  You  can  go  back 
and  change  any  note  to  another  note,  but  you 
cannot  insert  or  delete  new  notes.  Therefore,  if 
you  want  to  insert  or  delete  a  note  at  the  be- 
ginning, you  have  to  reenter  the  entire  song. 

There  is  also  a  program  called  Amazing  Robot 
that  is  intended  to  introduce  programming  con- 
cepts. As  you  might  expect,  the  commands  the 
robot  follows  are  like  those  of  turtle  graphics.  You 
can  instruct  the  robot  to  move  forward  or  back  a 
number  of  steps,  or  turn  left  or  right  a  number  of 
degrees.  However,  this  robot  does  not  draw  with 
a  pen,  as  turtles  do.  Instead,  you  command  it  to 
maneuver  through  different  mazes  and  patterns 
displayed  on  the  screen.  This  aspect  of  Amazing 
Robot  is  similar  to  Karel  the  Robot,  which  was  re- 
viewed in  this  column  in  January  1983. 

Amazing  Robot  does  introduce  some  pro- 
gramming concepts.  But  we  found  it  to  be  awk- 
ward to  enter  and  edit  procedures.  For  example, 
if  you  make  a  typing  mistake  while  entering  a 
procedure  or  accidentally  direct  the  robot  to  touch 
a  wall,  you  are  thrown  out  of  the  edit  mode  and 
have  to  use  a  reedit  command.  Amazing  Robot 
does  not  encourage  learning  and  exploration 
nearly  as  well  as  more  complete  programs  such  as 
Scholastic's  Turtle  Tracks,  Spinnaker's  Delta  Draio- 
ing,  or  any  of  the  available  versions  of  Logo. 

The  remaining  programs  include  one  in  which 
you  select  questions  to  see  the  answers  actor 
Robert  Macnaughton  gave;  a  tutorial  and  simula- 
tion game  about  hot  air  balloons;  a  word  game; 
and  a  chase  game.  None  of  these  will  teach  chil- 
dren much  or  draw  their  attention  away  from  Pac- 


Man,  Frogger,  or  whatever  videogame  is  their  cur- 
rent favorite. 

Window  Is  A  Screen  Magazine 

Window,  intended  for  adults  as  well  as  children, 
takes  seriously  its  status  as  a  magazine  using  the 
new  medium  of  computers.  No  print  materials 
are  provided,  except  for  a  note  about  booting  the 
disk  and  accessing  the  help  screens.  Everything 
else  you  need  to  know  is  shown  on  the  computer 
screen. 

Whidow  provides  a  great  deal  of  flexibility.  It 
lets  you  take  a  guided  tour  of  each  issue.  This  is 
similar  to  skimming  through  a  printed  magazine. 
You  control  the  speed  of  progress  through  the 
screens  and  you  can  stop,  back  up,  or  continue  at 
any  time.  You  can  choose  to  explore  any  program 
further.  While  working  with  a  program  you  can 
always  stop  and  return  to  skimming  or  to  the  table 
of  contents. 

Each  issue  of  Window  has  a  central  theme 
which  is  the  focus  of  a  feature  program,  one  or 
more  other  programs  related  to  the  theme,  several 
software  reviews,  columns,  and  some  smaller 
programs  called  "window  dressing."  The  themes 
of  the  two  issues  we  have  reviewed  are  data  base 
programs  and  music  programs. 

Sampie  Data  Bases 

The  feature  program  of  the  data  base  issue  is  called 
Notebook.  It  allows  up  to  20  fields  in  each  record, 
and  it  lets  you  obtain  hard  copies  if  you  have  a 
printer. 

Window  also  provides  a  variety  of  sample 
data  bases  for  you  to  explore  and  extend.  Several 
are  examples  of  data  bases  students  and  teachers 
have  created.  There  is  also  a  data  base  called  clues. 
This  is  used  in  conjunction  with  another  program 
called  Adventurefile,  which  is  a  computer  mys- 
tery. To  solve  the  mystery,  you  have  to  use  the 
Notebook  program  and  the  clue  data  base.  The 
sample  data  bases  provide  a  good  starting  point 
for  novices  learning  about  data  base  programs 
and  the  varied  functions  they  can  serve. 

The  same  issue  contains  reviews  of  two  soft- 
ware packages.  Geography  Search  and  Dueling 
Digits.  Magazines  on  disk  are  an  ideal  vehicle  for 
software  reviews.  Not  only  are  the  programs  de- 
scribed and  evaluated,  but  you  also  get  to  see 
actual  screen  displays  and  use  interactive  demon- 
strations of  parts  of  the  programs.  These  reviews 
gave  us  a  much  better  sense  of  the  programs  than 
any  written  review  ever  could. 

Some  Fun  Features 

The  disk  also  contains  two  games,  one  a  variation 
of  Monopoly  and  the  other  a  variation  of  Simon. 
The  games  are  appropriately  referred  to  as  "win- 
dow dressing,"  as  they  do  not  add  a  great  deal  to 


138     COMPUTE!     Moy19B4 


the  magazine.  Finally,  there  is  a  VisiCalc  column. 
This  provides  a  template  for  multiplication  tables, 
but  you  have  to  have  VisiCalc  to  use  it. 

The  feature  program  on  the  music  issue  of 
Window  is  called  Mini-Songwriter.  This  program 
overlaps  in  function  with  Microzinc's  Melody 
Maker,  but  is  different  in  style.  You  enter  notes 
by  moving  a  marker  on  a  piano-like  keyboard 
displayed  on  the  screen  and  specifying  the  length 
of  each  note.  You  can  play  your  songs,  varying 
the  speed  as  you  go.  You  can  easily  edit  and  save 
songs.  Wiudoiv  also  provides  sample  songs  and 
another  program  that  uses  the  Mini-Songwriter. 
This  is  a  Mystery  Melody  program  that  presents 
"name  that  tune"  riddles. 

There  are  comprehensive  reviews  of  MECC's 
Music  Theory  program.  Spinnaker's  Snooper  Troops, 
and  Earthware's  Volcanoes  program.  In  the  re- 
views, you  get  to  try  a  set  of  "which  note  is  wrong" 
problems  like  those  presented  by  the  MECC  pro- 
gram; search  for  clues  as  you  would  in  the  actual 
Snooper  Troops  program;  and  see  the  type  of  data 
you  would  collect  in  the  Volcanoes  simulation 
program. 

The  rest  of  the  disk  contains  an  editorial  about 
work  with  computer  music  and  Logo  at  MIT;  a 
sample  of  music  created  with  the  Songwriter  pro- 
gram (the  full  version  of  the  Mini-Songwriter, 
available  from  Scarborough  Software);  and  a 
graphic  demonstration  of  sorting  algorithms. 
These  are  all  interesting  additions  to  the  main 
features.  There  are  also  columns  that  provide 
VisiCalc  templates  and  Logo  procedures.  These 
columns  can  be  used  only  by  people  who  have 
VisiCalc  or  MIT  Logo. 

Comparison  of  Microzine  And 
Window 

Both  Microzine  and  Window  are  exploring  new 
terrain.  So  far.  Window  has  been  more  innovative 
in  its  attempt  to  use  the  new  medium  of  the  com- 
puter without  support  of  any  printed  materials. 
We  had  no  difficulty  using  any  of  their  programs 
with  the  information  available  on  disk.  We  en- 
joyed skimming  through  the  programs  and  view- 
ing Window's  experiments  with  different  formats 
of  displaying  information  on  the  computer  screen. 
Window  is  inventively  interactive — you  interact 
with  the  computer  in  flexible  ways  with  several 
programs. 

Microzine  is  more  conservative  in  its  approach 
and  depends  upon  printed  materials  to  provide 
the  instructions  necessary  for  many  programs. 
However,  the  print  materials  also  provide  useful 
suggestions  for  extending  the  computer  activities. 

In  their  first  few  issues,  Microzine  and  Window 
have  each  provided  simple  data  base  and  music 
programs,  so  these  programs  provide  a  good  ba- 
sis for  direct  comparisons.  The  programs  in  both 


magazines  are  suitable  for  introducing  novices  to 
using  computers  for  data  bases  and  for  creating 
music.  However,  none  of  the  programs  can  replace 
full  data  base  or  music  creating  programs. 

Overall,  the  programs  in  the  two  magazines 
are  comparable.  Window  has  an  edge  in  the  flexi- 
bility of  its  data  base  program  and  the  ease  of 
editing  in  the  music  program.  Microzine' s  music 
program  has  more  visual  display  options  than 
Windo~w's. 

While  we  do  not  find  major  advantages  in 
either  magazine's  programs,  there  are  important 
differences  in  the  overall  presentations  of  how 
computers  can  be  used  for  data  bases  and  music. 
Window  provides  sample  data  bases,  songs,  and 
games  that  use  the  data  base  and  music  programs; 
Microzine  does  not.  These  extras  provide  good 
demonstrations,  help  people  get  started,  and 
show  how  each  program  can  be  used  in  many 
ways.  So  we  tend  to  favor  Window's  presentations 
of  data  base  and  music  programs. 

As  for  the  other  programs,  Microzinc's  Twist- 
aplots  provide  good  examples  of  interactive  fiction 
and  contain  excellent  graphics.  There  is  nothing  in 
Windozv  that  is  directly  comparable.  On  the  other 
hand.  Window  contains  useful  reviews  of  programs 
and  ongoing  columns  for  VisiCalc  and  Logo 
users. 

The  producers  of  both  magazines  can  be  ex- 
pected to  continue  to  experiment,  explore,  and 
improve.  In  fact,  improvements  are  already  evi- 
dent within  the  first  few  issues.  Our  reviews  and 
comparison  should  be  read  as  a  report  on  the 
status  of  these  magazines  as  of  the  first  few  issues. 
Exciting  prospects  lie  ahead  for  both,  and  we  ex- 
pect to  see  many  more  ready-to-run  magazines  in 
the  near  future. 

Cursor  Magazine 

The  Code  Works 

P.O.  Box  6905 

Santa  Barbara,  C A  93160 

CLOAD  Magazine 

P.O.  Box  1448 

Santa  Barbara,  CA  93102 

Microzine 
Scholastic,  Inc. 
P.O.  Box  641 
Lxjndhurst,  NJ  07071 

Window,  Inc. 

469  Pleasant  St. 

Watertown,  MA  02172  © 


After  this  column  was  written,  COMPUTE! 
Publications  announced  the  availability  of 
COMPUTEI's  GAZETTE  DISK,  premiering  with 
the  May  1984  issue  of  COMPUTEI's  GAZETTE. 
For  more  information,  call  TOLL  FREE 
800-334-0868  (in  North  Carolina  919-275-9809). 


May  1984     COMPUTfJ     IS? 


THE  BEGINNER'S  PAGE 


Richard  Mansfield,  Senior  Editor 


A  Random  Leap 


One  of  the  enjoyable  things  you  can  do  with  a 
computer  is  simulate  real  events:  things  which 
migiit  be  too  dangerous,  too  expensive,  or  too 
time-consuming  to  try  in  real  life.  The  Air  Force 
and  some  commercial  airlines  use  a  flight 
simulator  so  true-to-life  that  it  can  serve  for  all  but 
the  most  advanced  pilot  training. 

We  don't  have  enough  RAM  memory,  or  the 
computation  speed,  or  the  ultrahigh  resolution 
screens  necessary  to  create  a  flight  simulation  of 
breathtaking  realism.  But  we  can  try  a  simple 
simulation  and  get  a  feel  for  how  they  are  pro- 
grammed. The  basis  of  the  simulation  will  be  acci- 
dental, unpredictable  events  created  by  the  RND 
(random)  command  in  BASIC. 

Lurching  Across  A  Bridge 

Imagine  a  frog,  lurching  across  a  bridge.  Every 
time  he  leaps,  you  don't  know  if  it  will  be  to  the 
left  or  to  the  right.  He  doesn't  know  either.  The 
one  thing  you  can  count  on  is  that  he  will  never 
leap  straight  ahead. 

There  are  three  possibilities  in  this  game.  He 
will  either  fall  off  the  left  or  right  side  of  the  bridge, 
or  safely  reach  the  other  side  of  the  river.  For  this 
simulation,  we're  going  to  assume  that  the  bridge 
is  as  wide  as  your  computer  screen  and  that  the 
frog  starts  his  journey  midway  between  the  left 
and  right  sides.  That  gives  him  a  fair  chance  to 
make  it  across. 

By  setting  up  this  simulation,  we'll  learn  how 
to  make  use  of  the  RND  command  as  well  as  a 
way  to  animate  characters  on  the  screen.  Let's 
look  at  the  program  line  by  line,  to  see  what  each 
BASIC  command  contributes  to  the  overall  effect. 
(Atari  computers  don't  have  a  TAB  command,  so 
the  animation  technique  discussed  below  will  not 
work  on  them.) 

MO    COMPUTE!     Ivlav1<?84 


First,  we've  got  to  define  the  size  of  the  bridge, 
its  width.  Leave  line  100  as  it  is  if  you  have  a 
Commodore  64  or  any  other  computer  which 
allows  40  characters  per  screen  line.  If  you  have  a 
VIC,  you  should  change  line  f  00  to  read:  COLS 
=  22.  The  VIC  has  22  characters  per  screen  line.  If 
you  have  a  TI,  change  it  to:  COLS  =  32. 

The  variable  Y  in  line  110  is  going  to  signify 
the  position  of  the  frog  each  time  it  leaps.  If  Y  is 
raised  to  a  higher  number,  the  frog  will  appear 
further  to  the  right  on  the  screen  (and  be  nearer 
the  right  side  of  the  "bridge").  If  Y  goes  down,  if 
something  is  subtracted  from  Y,  the  frog  moves 
left.  At  the  start  of  the  game,  though,  we  want  to 
put  the  frog  in  the  middle  between  the  left  and 
right  sides  of  the  bridge  so  we  divide  COLS  by  2. 
If  you've  got  a  40-column  screen,  Y  starts  off 
equaling  20.  That  means  that  the  frog  is  20  from 
the  right  edge  and  20  from  the  left — smack  in  the 
middle. 

Rounding  Numbers 

The  variable  X  in  tine  130  will  tell  us  whether  the 
frog  should  leap  to  the  right  or  the  left  each  time 
he  leaps.  This  is  the  only  complicated-looking 
line  in  the  program,  but  it  contains  an  important 
trick;  the  INT  command.  It  "rounds  off"  a  decimal 
number.  INT  (12.3)  becomes  12.  INT  (12.7)  be- 
comes 12.  Wait  a  minute.  That's  not  roiniding  off 
as  we  usually  think  of  it.  12.7  should  become  13 
since  .7  is  closer  to  13  than  to  12. 

In  fact,  INT  merely  throws  away  anything  to 
the  right  of  the  decimal  point.  This  isn't  true 
rounding.  That's  why  we  need  to  add  the  -I-  .5  in 
line  120.  By  adding  .5,  we  force  a  number  to  be 
rounded  correctly  by  INT.  12.7-1-  .5  would  be  13.2 
and  INT  (13.2)  would  give  us  the  right  answer: 
13.  Likewise,  12.3-1-  .5  would  be  12.8  and  INT  (12.8) 


would  give  us  the  correctly  rounded  answer:  12. 

It's  not  important  to  remember  why  you  need 
to  add  .5  to  any  number  you  want  rounded  by 
INT;  just  remember  to  do  it.  In  line  120  we're  not 
rounding  off  12  or  13,  all  we  want  is  an  answer 
that  tells  us  to  go  in  one  of  two  directions,  to  go 
either  left  or  right.  This  is  like  tossing  a  coin,  you 
get  heads  or  tails.  So  here  X  will  be  either  a  0  or  a 
1  after  INT  gets  through  rounding  off  RND(O). 
But  what  does  RND(O)  do  for  us?  It  creates  a  ran- 
dom number.  But,  by  itself,  the  random  number 
is  a  decimal  fraction  between  0  and  1 .  Try  this; 

10  PRINT  RND(0):GOTO  10 

When  you  RUN  this,  you'll  see  a  series  of 
decimal  fractions,  all  kinds  of  different  numbers. 
How  would  you  get  higher  random  numbers? 
Just  multiply  RND(O)  by  something.  Try:  PRINT 
RND(O)  *  10.  If  you  just  want  whole  numbers 
(called  mtegers),  use  INT. 

Anyway,  in  our  frog  simulation  we  don't 
need  these  higher  random  numbers.  If  X  becomes 
a  0  in  line  120,  we  move  the  frog  to  the  left  (in  line 
160).  If  X  becomes  a  1  in  line  120,  we  move  the 
frog  to  the  right  (in  line  140).  Line  130  is  the  test 
to  see  which  number  is  in  X. 

Notice  that  we  don't  need  to  write  a  line  like: 
IF  X  =  1  THEN  140.  You  could  write  that  test  and 
put  it  in  line  135  if  you  wanted  to.  it  wouldn't  do 
any  harm.  But  you  don't  need  to.  The  computer 
will  go  to  line  140  all  by  itself  if  X  is  anything  other 
than  a  0  when  it's  tested  in  line  130.  The  computer 
always  performs  each  action  in  the  order  listed 
unless  you  force  it  not  to  with  a  GOTO,  IF,  or  GOSUB 
command.  If  it  doesn't  come  across  one  of  those 
commands,  it  will  go  from  line  140  to  150  to  160 
and  on  up  the  list  in  simple  line-number  order. 

Also  on  line  120  is  another  counter,  the  vari- 
able C.  It  will  keep  track  of  the  total  number  of 
leaps  the  frog  has  made  (either  left  or  right).  This 
lets  us  know  how  far  he  got  before  he  fell  off.  It 
also  sometimes  shows  that  he's  won  the  game.  If 
he  manages  to  leap  a  certain  distance  without 
falling,  he's  crossed  the  bridge. 

But  back  to  our  simulation .  After  lines  130-160 
make  an  adjustment  to  variable  Y  (our  "position- 
of'the-frog"  counter)  we  come  to  a  series  of  tests 
in  hnes  170-190.  Each  of  these  tests  will  end  the 
program  in  a  different  way.  In  170,  if  the  frog 
position  is  greater  than  (>)  the  total  number  of 
columns,  he  has  fallen  off  the  right  side.  In  180,  if 
his  position  is  less  than  1,  he  has  fallen  off  the  left 
side.  And,  finally,  in  line  190,  if  he  has  taken  more 
leaps  than  the  width  of  the  bridge,  he  made  it 
across.  You  can  change  this  line  if  you  want  to 
make  it  harder  for  him  to  cross  the  bridge.  Just 
replace  COLS  with  a  higher  number. 

Line  200  prints  the  frog  symbol  on  the  screen 
to  show  us  his  position.  The  TAB  command  is 


just  like  a  TAB  key  on  a  typewriter:  It  moves  over 
a  certain  number  of  spaces  from  the  left  side  of 
the  screen.  In  this  case,  the  number  of  spaces  is 
controlled  by  the  position  variable  Y. 

Finally,  to  slow  the  frog  down  a  bit,  we  put 
in  line  210.  This  is  often  called  a  delay  loop  or  a  do- 
nothing  loop  because  it  simply  takes  up  some  time 
and  serves  no  other  purpose.  Here  we're  asking 
the  computer  to  count  from  1  to  10  before  going 
back  down  to  line  120  and  figuring  out  the  frog's 
next  leap. 

100  COLS=40:REM  PUT  YOUR  SCREEN 

110  Y=C0LS/2 

120  X=INTCRND(0)+.5):C=C+1 
130  IFX=0THEN160 
140  Y=Y+3 
150  GOTO170 
160  Y=Y-3 

170  IFY>COLSTHENPRINT"  >>>FROG  FELL  OFF  R 

IGHT  SIDE.  IN"C "LEAPS.": END   : rem  120 

180  IFY<1THENPRINT"  <<<FR0G  FELL  OFF  LEFT 

SIDE.  IN"C"LEAPS.":END        : rem  30 

190  IFC>COLSTHENPRINT"FROG  SAFELY  CROSSED 

THE  BRIDGE 1":END      •        : rem  160 

200  PRINTTAB(Y) "*"  s rem  14 

210  FORT=1TO10:NEXTT  : rem  13 

220  GOTO120  :rem  96© 


SIZE  HERE 

:rem 

232 

:rem 

186 

:rem 

176 

:  rem 

174 

:rem 

226 

:rem 

103 

:rem 

230 

STOP  PLAYING  GAME: 


* 
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May  1984     COMPUTE!     141 


BASIC  Style 
Program  Evolution 


Jim  Butterfield,  Associate  Editor 


Soiuetinics  you  see  programs  that  are  so  crisp  and  neat 
that  you  wonder  hoxo  the  pro^^rniiniicr's  mind  can  be 
so  orderly.  The  statements  come  out  in  an  elegant,  inci- 
sive stifle.  Every  line  zeros  in  o>i  exacth/  the  right  thing 
to  do. 

How  does  a  programmer  develop  an  elegant  style? 
Why  can't  you  write  like  that?  Sometimes  a  lowly 
hacker  can  feel  inferior  when  facing  such  im- 
maculate programming  style.  Yet  the  program 
you.  see  is  often  a  matter  of  evolution — rewriting 
and  tidying  up.  It's  not  always  written  that  way 
from  the  beginning. 

1  have  been  accused  of  writing  "squeaky 
clean"  programs.  It  seems  to  me  that  you  might 
like  to  see  how  my  murky  first  programs  get  re- 
worked and  tightened  up  into  their  final  version. 
In  some  ways,  programming  style  isn't  what  you 
write  (at  least  at  first) — it's  knowing  what  to  look 
for  when  vou  clean  up. 

A  Simple  Lister 

I  needed  to  do  an  almost  trivial  job:  list  a  file  from 
disk  to  the  printer.  I  had  a  minor  extra  feature  to 
add:  I  wanted  individual  pages,  so  that  the  lines 
needed  to  be  counted;  I  needed  a  title  on  each 
page;  and  at  the  end  of  the  run,  for  the  sake  of 
neatness,  I  wanted  the  printer  to  eject  the  page. 

It's  not  a  demanding  task,  but  I'd  like  to  show 
you  how  I  went  about  it.  Even  a  simple  job  like 
that  can  be  revised  and  tightened  up  extensively. 

Here's  my  first  program:  I'll  talk  my  way 
through  the  listing. 

100    OPEN    4,3 

Open  file  number  four  to  the  screen.  Why? 
So  I  can  send  the  program's  output  to  the  screen 
and  see  that  it's  working  right.  After  the  program 
looks  good,  I'll  change  the  above  line  to  OPEN  4,4. 

M2     COMPUTE!     Mov«84 


105    OPEN    1,8, 3, "CONTROL" 

That's  my  input  file  to  be  listed. 

110  REM  START  OF  PAGE 

120  FOR  J=l  TO  2:PRINT#4:L=L+1 :NEXT  J 

130  PRINT#4,"(5  SPACES] TITLE {3  SPACESl":L 

=L+1 
140  PRINT#4:L=L+1 

This  prints  the  page  title.  I  know  I'll  come 
back  here  for  each  new  page,  so  I'm  placing  a 
REM  statement  here  to  mark  the  place.  I  rigor- 
ously add  1  to  the  line  count,  L,  each  time  I  print 
a  line. 

150    INPUT #1,A$;SV/=ST 
170    PRINT#4,A$:L=L+1 

Here's  where  1  input  from  disk  and  output 

(to  the  screen  first,  later  to  the  printer).  I  need  to 
save  the  value  of  ST  (the  status  variable)  so  that 
later  I  can  check  to  see  if  this  is  the  last  line  from 
the  file.  ST  will  be  changed  by  the  PRINT#  com- 
mand, so  1  save  its  input  value  in  variable  SW. 

180    IF    L<62    GOTO    250 

190    IF    L=66    THEN    L=0 : GOTO    250 

200    PRINT#4:L=L+1;G0T0    190 

If  I  have  printed  the  maximum  number  of  lines 
desired,  I  want  to  eject  the  paper  by  printing  until 
the  line  count  L  equals  66.  Since  each  page  has  66 
lines,  I'm  now  at  the  start  of  the  next  page  and 
can  set  L  back  to  zero. 

250  IF  SWO0  GOTO  300 
260  IF  L=0  GOTO  110 
270  GOTO  150 

If  I'm  at  the  end  of  the  input  file  (SW  =  0),  I'll  go 
to  line  300  and  wind  things  up.  Otherwise,  I  want 
to  go  back. 

Here's  a  cute  touch — perhaps  too  cute  for 
some  tastes.  Variable  L  can  only  be  equal  to  zero 
if  I've  just  ejected  a  page.  If  so,  I  want  to  go  back 


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to  110  and  print  a  new  title.  If  not,  get  another 
line  from  the  input  file  starting  at  line  150, 

300    IF    L<>0    GOTO    190 

Here's  a  supercute  trick.  I  pondered  this  one 
for  a  while,  since  it's  atmost  too  clever;  that  sort 
of  thing  can  trip  upyour  logic.  Here's  theobjective: 
If  we're  finished,  but  the  paper  hasn't  been 
ejected,  go  back  to  line  190  and  eject  the  paper. 
The  program  will  branch  back  here  again,  but  this 
time  variable  L  will  be  zero  and  we  can  finish  the 
job  by  closing  the  files. 

310    CLOSE    1 
320   CLOSE   4 

That's  it.  It's  really  rather  messy.  It  works,  and 
for  a  temporary  job  that's  all  we  would  need. 

But  it  doesn't  feel  right.  The  code  feels  messy: 
It  seems  to  jump  arciund,  and  I  don't  get  a  feeling 
of  smoothness  in  the  program.  It's  time  to  pick  at 
the  coding. 

First  Revision 

The  first  awkward  spot  is  around  lines  190  and 
200.  The  routine  to  eject  the  paper  works  but  looks 
clumsy.  Besides,  we  call  it  twice  (once  at  62  lines, 
and  again  at  end  of  file). 

I  have  feelings  about  this  part  of  the  program, 
too.  It's  a  unit  to  do  a  particular  job.  I  would  feel 


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better  moving  it  to  a  separate  subroutine  where  it 
can  stand  out  as  an  identifiable  action.  Sometimes 
I  create  a  subroutine  out  of  some  in-line  code  and 
then  move  it  back  later;  it  helps  me  identify  the 
modules  that  make  up  the  program.  Let's  move 
the  eject  routine  to  a  subroutine  at  line  500,  clean 
it  up  a  bit,  and  see  what  we  get: 

100  OPEN  4, 3 

105  OPEN  1,8,3, "CONTROL" 

110  REM  START  OF  PAGE 

120  FOR  J=l  TO  2:PRINT#4:L=L+1 :NEXT  J 


130 

140 
150 
170 
180 
190 
250 
260 
270 
300 
310 
320 
330 
500 
510 


PRINT#4,"{5  SPACES}TITLE[3  SPACES) ":L 
=L-I-1 

PRINT#4:L=L+1 

INPUT#1,A$:SV/=ST      •   " 

PRINT#4,A?  :L=L-)-l 

IF  L<62  GOTO  250 

GOSUB  500: GOTO  250 

IF  SWO0  GOTO  300 

IF  L=0  GOTO  110 

GOTO  150 

IF  L<>0  GOTO  190 


1 
4 


CLOSE 
CLOSE 
END 
FOR   J=L 


TO    66:PRINT#4:NEXT   J 
L=0: RETURN 

We  can  see  that  the  GOTO  250  on  line  190  is 
now  redundant  since  we'll  go  there  anyway.  But 
we  have  other  things  to  do.  We're  still  trimming 
the  program  and  have  some  distance  to  go  yet. 


Digging  Deeper 

Around  lines  250  to  270,  we  jump  around  a  lot. 
We  have  one  jump  forward  to  300  and  two  jumps 
back  to  no  or  150.  The  logic  seems  scattered. 

I  have  a  thing  about  loops:  I  like  to  sec  them 
neatly  nested,  with  short  jumps  entirely  within 
longer  jumps.  It  might  even  be  summarized  as  a 
rule  of  thumb:  Where  possible,  make  short  jumps 
as  short  as  possible. 

Using  this  rule,  I  want  to  get  the  loop  back  to 
150  into  logical  order  first.  Then  we'll  work  in  the 
longer  loop  to  110  and  finally  the  forward  branch 
to  300.  We'll  need  to  expand'  the  logic  using  an 
AND  operator,  but  that's  not  too  hard. 

As  the  routine  is  written,  certain  logical  things 
start  to  fall  together.  For  example,  we  don't  have 
to  GOTO  forward  to  line  300.  When  we're  finished 
writing  the  two  loops,  we'll  fall  into  300  naturally. 
("Naturally"  seems  to  be  a  key  word  in  how  pro- 
grams seem  to  come  together  as  you  tighten  them 
up.) 

We  can  also  tighten  up  the  page  eject  condi- 
tions. If  we  write  line  180  correctly,  there  will  be 
no  need  to  go  back  to  get  a  page  ejection.  One 
option  would  be  to  call  the  subroutine  at  500  twice. 
But  if  we  think  of  what  our  objective  really  is  at 
line  180,  we  can  do  it  all  correctly  the  first  time 
through.  Inverting  the  logic  and  adding  an  OR 
connective  does  the  trick  nicely. 


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Look  at  how  far  the  original  program  has 
come: 

100  OPEN  4,4 

L05  OPEN  1,8,3," CONTROL " 

110  REM  START  OF  PAGE 

120  FOR  J=l  TO  2;PRINT#4;L=L+1 :NEXT  J 

130  PR1NT#4,"{5  SPACES) TITLE {3  SPACESJ"sL 

=L+1 
140  PRINT#4:L=L+1 
150  INPUT#1,A$:SW=ST 
170  PRINT#4,A$;L=L+1 

180  IF  L>61  OR  SWo-0  THEN  GOSUB  500 
250  IF  SV;=0  AND  L>0  GOTO  150 
260  IF  SV?=0  GOTO  110 
310  CLOSE  1 
320  CLOSE  4 
330  END 

500  FOR  J=L  TO  66:PRINT#4:NEXT  J 
510  L=0: RETURN 

This  is  pleasing,  but  we  can  do  even  more. 
The  repeated  SW  =  0  test  in  lines  250  and  260  still 
irks  a  little:  It  seems  clumsy.  The  whole  business 
is  tied  up  with  whether  to  print  a  title  or  not.  Is 
there  a  better  way?  Could  the  test  of  L>0  be  some- 
how shuttled  up  to  the  top  of  the  loop  instead  of 
sitting  at  the  bottom? 

The  Header  Module 

While  we're  thinking  about  it,  that  whole  business 
of  printing  a  header  is  really  a  module — we  must 
do  the  whole  thing,  title  and  all,  or  nothing.  If  we 
move  it  out  to  a  subroutine,  we  might  see  the 

MoYl98d     COMPUTE!     145 


logi 

:  flow  more  cl 

.\Tr!y.  Let's  do  it  and  work  on 

the 

ogic  flow 

Wo 

end  up  with  this: 

100 

OPEN    4, 

3 

105 

OPEN    1,8,3, 

"CONTROL" 

110 

IF    L=0    THEN 

GOSUB    600 

150 

INPUT#1 

A$: 

SW=ST 

170 

PRINT#4 

A$: 

L=L+1 

180 

IF    L>51 

OR 

SWO0    THEN    GOSUB    500 

260 

IF    SW=0 

GOTO    110 

310 

CLOSE    1 

320 

CLOSE    4 

330 

END 

500 

FOR   J=L 

TO 

66:PRINT#4:NEXT 

J 

510 

L=0 : RETURN 

600 

FOR   J=L 

TO 

2:PRINT#4:L=L+1 

:NEXT    J 

610 

PRINT#4, 
=L+1 

"{5 

SPACES} TITLE {3 

SPACES}" 

620 

PRINT#4 

L=L+1 

630 

RETURN 

Look  at  that  main  section  from  lines  100  to 
330.  It  now  seems  tight  and  concise  like  a  finely 
tuned  instrument. 

Both  subroutines — at  lines  500  and  600 — are 
called  only  once.  If  it  seemed  important,  we  could 
put  them  back  into  the  main  program  stream.  But 
I'm  happy  to  see  them  as  clearly  isolated  modules. 
At  this  stage  I  would  add  comments  (line  499: 
REM  PAGE  EJECT  and  line  599:  REM  PAGE 
TITLE)  to  neaten  things  up. 

Moral 

First,  what  you  see  published  is  not  always  the 
first  idea  that  popped  into  the  author's  head.  The 
programmer  is  not  always  smarter  than  you.  Time 
has  been  taken  to  groom  the  program  into  its  final 
shape.  When  many  people  are  going  to  read  your 
code,  you  like  to  take  a  few  extra  pains  with  its 
appearance. 

Second,  don't  be  afraid  to  revise  your  pro- 
grams, even  if  they  work  correctly.  Sure,  a  one- 
shot  program  often  doesn't  warrant  picking  over; 
use  it  and  forget  it.  But  sometimes  the  exercise 
can  reveal,  almost  accidentally,  powerful  and 
effective  programming  methods. 

Third,  sti/le  isn't  an  inborn  talent  that  some 
people  have  and  some  don't.  You  learn  it  as  you 
go.  Some  things  you  will  discover  for  yourself, 
and  others  you'll  pick  up  by  looking  at  other 
people's  programs. 

The  odd  thing  is  that  we  instinctively  recog- 
nize better  writing  when  we  have  written  it.  You 
may  not  know  exactly  why,  but  you  often  feel 
good  about  a  certain  piece  of  programming.  Usu- 
ally, it's  because  it  has  style. 
Copi/n\'/;f  Ci7gLS3  jim  Buttcrfidd  ® 


COMPUTE! 

The  Resource. 


VIC/64  Memdata 


Michael  M.  Milligan 


"Memdata"  converts  a  machine  language  routine  into 
DATA  statements  and  then  erases  itself,  allowing  you 
to  save  the  DATA  to  disk  or  tape  for  later  use. 

Transferring  a  machine  language  routine  into 
DATA  statements  involves  a  lot  of  work.  To  sim- 
plify the  job,  "Memdata"  takes  memory  bytes 
between  two  addresses,  inclusively,  and  returns 
DATA  statements  complete  with  BASIC  line  num- 
bers. Once  the  program  has  generated  those  state- 
ments, it  automatically  erases  itself,  leaving  only 
the  DATA — as  you  will  see  by  typing  LIST  after 
the  program  is  run. 

The  first  part  of  Memdata  is  a  modified  ver- 
sion of  Jim  Wilcox's  "Automatic  Line  Numbers" 
{COMPUTE!' s  First  Book  of  VIC).  The  line  numbers 
are  the  decimal  value  for  the  address  of  the  first 
byte  in  each  line.  This  serves  as  a  marker  to  be 
sure  that  every  location  is  accounted  for.  Also, 
because  many  machine  language  subroutines  are 
located  at  the  top  of  RAM,  it  makes  the  data  line 
numbers  high  enough  to  be  appended  to  an  exist- 
ing BASIC  program.  The  appending  can  be  done 
with  the  Datassette  or  disk  files,  thus  eliminating 
a  lot  of  typing. 

Once  you  save  the  DATA  statements  you 
have  created,  enter  NEW  and  PRINT  PEEK 
(43),PEEK{44).  Write  down  these  two  numbers. 
LOAD  the  program  to  which  you  wish  to  append 
the  DATA.  Next,  enter  POKE  43,PEEK{45)-2:POKE 
44,PEEK(46).  Then,  LOAD  the  DATA  statements 
right  in  there  with  the  first  program.  When  it  is 
loaded,  POKE  43  and  44  with  the  numbers  you 
wrote  down  after  the  earlier  PEEK(43)  and 
PEEK(44).  This  will  merge  the  two  programs  if 
the  DATA  statement  line  numbers  are  higher 
than  the  highest  line  numbers  in  the  original 
program. 

Memdata  erases  itself  in  a  novel  way.  Because 
line  numbers  used  in  Memdata  are  so  high,  the 
DATA  statements  will  be  the  first  lines  in  the 
BASIC  program  area.  After  the  DATA  statements 
are  created,  Memdata  searches  memory  for  DATA 
(token  131)  following  a  line  number.  When  it  finds 
something  besides  a  DATA  token,  it  POKEs  zeros 
into  the  high  and  low  bytes  of  the  link  address  for 
that  line.  These  two  zeros,  plus  the  zero  byte  that 


signals  end-of-Iine,  make  up  the  three  zero  bytes 
that  convince  the  LIST  and  SAVE  functions  that 
the  end  of  the  BASIC  program  has  been  reached. 
Because  of  this,  it's  important  to  save  the  program 
before  you  run  it  for  the  first  time. 

Memdata 

Refer  to  the  "Automatic  Proofreader"  article  before  typing  this 
program  in. 

63720  PRINT" {CLR)i21  li" jPRINT" f RVS JTO 

[ SPACE} CONVERT  MEMORY  TO  (oFF)" 

:rem  159 
63723  PRINT" (RVS) DATA  STATEMENTS  ENTER 

{0FF}":PRINT"§21  u3"  : rem  61 

63730  PRINT" INCLUSIVE  DECIMAL" i PRINT"MEMO 

RY  LOCATIONS" :PRINT:INPUT"FROM", -A 

:rem  138 

63733  PRINT :INPUT"TO";C; PRINT :INPUT"BYTES 

PER  LINE"?B  irem  170 

63735  C=C/256:P0KE251, (C-INT(C) )*256:POKE 

252, C  srem  60 

63740  P0KE2,B:PRINT"tCLR)";       : rem  172 
637  50  B=A/256:P0KE253, (B-INT( B ) )*256 :POKE 

254,8  :rem  55 

63  7  55  PRINT:PRINTMID$(STR$(A),2,LEN(STR$( 

A))-l); "DATA  " ;  : rem  247 

63760  FORI=0TOPEEK(2)-1  : rem  76 

63763  A5=STR$(PEEKCA+I ))+","      : rem  223 
63765  IFA+I>PEEK(251 )+256*PEEK(252)G0T063 

780  :rem  221 

63768  PRINTMID$(A$,2,LEN(A$)-l)r    : rem  7 
63770  IFA+I=PEEK( 251 ) +256*PEEK( 252)G0T063 

830  :rem  212 

63775  NEXTI:GOTO63830  : rem  11 

63780  PRINT" [LEFT]  ":GOTO  63870   :rem  241 
63830  PRINT"{LEFT]  " : POKE631+PEEK ( 198) , 13 

: rem  72 

63840  PRINT"GO63B50":FORA=631TO634:PDKEA, 
145:NEXT:POKEA,13:POKE636,13:POKE19 
8,6  :rem  147 

63841  END  ; rem  221 
63850  PRINT"{2  UP} " :F0RA=1T03 : PRINT" 

{8  SPACES}" tNEXT; PRINT" {3  UP}"; 

:rem  28 
63860  A=PEEK{253)+256*PEEK(254)+PEEK(2):G 

OTO63750  :rem  227 

63870  Q=PEEK(43) ;U=PEEK(44)        : rem  29 
63880  IFPEEK(Q+4+256*U)<>131GOTO63900 

:rem  79 
63890  Q1=PEEK(Q+256*U) :U1=PEEK(Q+1+2S6*U) 

:Q=Q1;U=U1:GOTO63880  ; rem  86 
63900  P=Q+256*U:POKEP,0:POKEP+l,0:rem  173 
63910  PRINT" {CLR]E21  l3"  ; rem  177 

6  3920  PRINT" {RVS] TYPE  LIST  TO  SEE  DATA 

{OFF}"  :rem  145 

63930  PRINT"i21  U3"  :rem  238© 

Moy19e4     COMPUTE!     147 


INSIGHT:  Atari 


Bill  Wilkinson 


Learning  How 

A  month  or  two  ago,  I  stated  that  I  couldn't  pos- 
sibly teach  beginning  machine  language  pro- 
gramming in  this  column — it  would  consume  my 
entire  output  for  a  year  or  more.  And  yet  I  continue 
to  get  letters  that  ask  me  "How  do  you  learn  to 
write  programs?" 

I  believe  that  those  who  ask  the  question  are 
not  asking  tor  a  tutorial  on  the  foibles  and  pitfalls 
of  the  FOR-NEXT  loop.  Nor  are  they  really  asking 
about  the  intricacies  of  the  6502  instruction  set. 
Most  of  them  have  already  mastered  the  tutorial- 
level  material  on  their  chosen  language.  What 
these  perplexed  people  are  really  asking  is  "What 
good  is  all  this  programming  stuff,  anyway?" 

And  that  is  not  really  surprising.  So  many 
tutorials  tell  you  hoiv  to  write  a  program  to  do 
such  and  such.  So  few  discuss  zvln/.  Too  often, 
learning  to  program  is  approached  like  learning  a 
foreign  language.  Memorize  the  conjugations  and 
punctuation;  put  sentences  together  like  this;  and 
if  someone  asks  you  "G'dye  moya  k'neega?"  you 
know  what  to  answer  (providing  you  were  study- 
ing Russian  instead  of  Spanish). 

Computer  Conversations 

But  the  need  to  learn  human  languages  is  obvious: 
The  first  time  you  feel  hungry  in  Paris,  you  can 
ask  for  directions  to  a  restaurant  in  your  best  Ber- 
litz French.  You  don't  have  to  "design"  a  conver- 
sation. Not  so  with  learning  to  program:  "Okay, 
now  I  know  all  these  neat  keywords  and  syntax 
and  punctuation.  How  do  I  start  a  conversation?" 
Well,  as  I  hinted  above,  the  secret  is  that  you  must 
design  a  program. 

To  some,  this  design  process  is  simple  and 
obvious.  Others  never  really  get  the  hang  of  it. 
(Would  it  surprise  you  to  learn  that  many  profes- 
sional programmers  never  become  expert  at  de- 
signing? They  make  their  living  implementing 
other  people's  designs.)  And  many,  like  myself, 
become  somewhat  proficient  at  a  few  kinds  of 
designs  while  remaining  incompetent  at  others. 
(My  lament:  I  don't  think  I  will  ever  achieve  the 
level  of  creativity  necessary  to  design  a  really  good 
game.) 

Now,  all  the  above  philosophizing  surely  has 
some  purpose,  you  hope.  Indeed,  I  think  it  does. 

W8     COMPimS     May  198-5 


Kibitzing 

I  have  been  promising  for  a  few  months  now  that 
I  would  provide  patches  to  allow  the  Atari  1050 
drive  to  work  in  enhanced  mode  with  good  old 
Atari  DOS  2.0s.  Well,  I  finally  gathered  enough 
information  to  begin  the  task,  and  1  thought  you 
might  enjoy  looking  over  my  shoulder  while  1 
tackle  the  problem. 

This  will  be  a  kind  of  short  diary  of  what  I 
have  gone  through.  There  have  been  more  side- 
tracks and  bugs  and  flat-out  boo-boos  than  I  can 
find  room  for  here.  And  I  won't  even  tell  you 
how  many  assemblies  I  have  made  (though  I 
will  say  I  made  about  10  or  12  just  looking  for  the 
best  of  several  possibilities  for  a  series  of  shift 
instructions). 

Even  though  I  admire  and  strive  for  a  "clean" 
design,  I  am  apt  to  take  the  course  of  least  resis- 
tance if  I  am  confident  it  will  work  properly.  With 
that  in  mind,  then,  let  us  begin  tackling  our  task. 

Note:  I  will  make  frequent  reference  to  the 
listing  of  Atari  DOS  2.0s  as  published  in  the  book 
Inside  Atari  DOS  from  COMPUTE!  Books.  Page 
numbers  and  line  numbers  in  square  brackets 
[131: 1350]  refer  to  the  book. 

It  will  not  be  necessary  to  own  the  book  to 
understand  most  of  what  is  going  on,  but  having 
the  book  available  will  make  it  easier.  Also,  if  you 
do  not  understand  machine  language,  neither  the 
book  nor  my  explanations  will  be  easy  to  follow, 
but  you  can  still  use  the  results  (which  will  appear 
next  month). 

The  1050  And  DOS  2.0s 

The  first  thing  we  must  always  do  is  define  the 
task.  Here,  that  is  deceptively  simple  to  do:  Make 
the  enhanced  density  mode  of  the  Atari  1050  drive 
work  with  Atari  DOS  2.0s. 

The  next  step  is  much  harder:  Design  the 
implementation  of  the  task.  And,  actually,  this 
single  step  consists  of  many  substeps.  For  ex- 
ample, let's  first  investigate  the  facts  which  I  knew 
when  I  started. 

The  drives: 

Item:  An  Atari  810  drive  has  40  tracks  of  18 

sectors  of  128  bytes  each.  That's  a  total  of  720 

sectors. 


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Night  Mission/Pinball-D    ..  20  95 

Praticalc  PS  -  D 59  95 

M-Flle  -  D  .  . 34.95 

Word  Pra  3*/Spell  D 74,95 

Home  Accountant  -  D    ....  52  95 

Step  by  Step  •  D/T 44.95 

Barron's  Sal  -  D 59  96 

Money  Manager  -  D/T   ,  .  .  ,  19  95 

Bristles  ■  D/T 20  95 

Teleslar  64  -  Cart 37  95 

Star  League 

Baseball  -  D/T 22.95 

Zombies  -  D/T 23.95 

Castle  Wolfenstein  -  D  .  .  .  .  20  95 

Swashbuckler  -  D 23.95 

Sorcerer  -  D 34  95 

Computer  Baseball  ■  D  .  .  .  .  27.95 

Ringside  Sea!  -  D 27,95 

Professional  GoK  -  D 27  95 

Congo  Bongo  -  Cart 27  95 

Mastertype  -  Cad 27  95 

Solo  Flight  -  D 23  95 

Vic  Switch 124  95 

CardCO  •  G 64  95 

ACCESSORIES 

WICO  Joystick Call 

Flip'n  File  Trunks 20  95 

Fhp'n  File  Can 20.95 

Joysensor, 24.95 

Elephant  Disks 

(BoxoMO) 2095 

WICO  Trakball 37  95 

KRAFT  Joystick IS  95 

D  -  Disk 

T  -  Cassette 

Cart  -  Cartridge 


Item:  An  Atari  1050  drive  has  40  tracks  of  26 
sectors  of  128  bytes  each,  for  a  total  of  1040 

sectors. 

Item:  A  1050  will  automatically  read  either 
density  diskette  (single  or  enhanced),  but  it 
formats  a  new  diskette  according  to  the  format 
command  it  receives.  In  particular,  a  !  com- 
mand ($21)  causes  single-density  formatting, 
while  a  "  command  ($22)  causes  enhanced 
density. 

The  software: 

Item:  DOS  2  is  capable  of  accessing  both  810 

drives  and  their  double-density  equivalents 

(drives  with  40  tracks  of  1 8  sectors  of  256  bytes 

each). 

Ik'Di:  There  is  an  inherent  !imit  of  1024  sectors 
in  DOS  2,  since  it  allows  only  a  10-bit  sector 
number  in  the  link  field  of  each  sector.  Also, 
on  a  single  density  diskette,  DOS  2  accesses 
only  719  of  the  720  sectors. 
Item:  The  listing  of  Atari  DOS.  Actually,  this 
is  not  a  "known"  item,  and  much  of  what 
follows  is  a  discussion  of  what  I  learned  and 
applied  from  reading  the  listing  several 
times. 

Finding  The  Format 

Armed  with  these  knowns,  let's  tackle  the  un- 
knowns. It  seemed  to  me  that  the  first  point  to 
attack  was  the  disparity  between  what  the  1050 
was  capable  of  and  what  DOS  2  would  request  of 
it.  All  of  a  sudden,  DOS  2  must  bo  able  to  under- 
stand three  different  kinds  of  disk  formats.  Ques- 
tion: How  can  DOS  tell  what  format  a  particular 
diskette  is? 

The  answer  is  to  be  found  in  the  DOS  listing 
[66:  2213-2222].  During  initialization,  a  status 
request  is  made  of  each  drive.  When  the  drive 
responds,  one  of  the  bytes  it  returns  to  the  com- 
puter describes  the  drive's  type.  In  particular,  the 
listing  makes  it  clear  that  a  double-density  disk 
has  bit  5  ($20)  set  on.  DOS  2  uses  this  bit  to  dif- 
ferentiate between  128-byte  and  256-byte  sectors. 

All  very  well,  even  assuming  that  an  en- 
hanced mode  1050  returns  a  zero  bit  here  (which 
it  does,  thus  properly  indicating  128-byte  sectors). 
But  what  distinguishes  an  enhanced  density  dis- 
kette? I  confess  that  I  obtained  the  answer  to  this 
question  through  a  simple  experiment:  I  simply 
booted  a  system  with  an  Indus  1050-compatible 
drive  as  D2  and  looked  at  the  status  value  it  re- 
turned during  DOS  initialization.  Lo  and  behold, 
it  returned  $80.  Not  surprisingly,  the  high  bit  is 
off  in  810  and  double-density  modes.  Voila. 

Sector  Limits 

The  second  major  question  to  investigate  is  "How 
many  of  the  1050's  sectors  can  we  make  DOS  2 

150     COMPUTC!     May  1984 


utilize?"  Well,  we  already  know  that  1024  is  an 
upper  limit.  Is  there  any  other  limiting  factor? 
The  answer  is  in  the  layout  of  the  Volume  Table 
Of  Contents  (VTOC)  under  DOS  2.  The  VTOC 
contains  a  single  bit  for  each  accessible  sector  on 
the  disk  (a  scheme  known  as  a  bitmap,  though 
Atari  literature  often  uses  VTOC  and  bitmap  inter- 
changeably). If  a  bit  is  on  (1),  the  corresponding 
sector  is  available.  If  a  bit  is  off  (0),  the  sector  is  in 
use.  With  eight  bits  per  byte,  then,  there  must  be 
90  bytes  in  the  bitmap. 

DOS  2  allows  only  a  single  sector  (in  this  case, 
128  bytes)  for  the  VTOC  of  each  diskette.  While 
we  could  circumvent  this  restriction,  it  would 
require  a  lot  of  work,  and  might  cause  some  secon- 
dary problems.  (1  don't  want  to  go  into  this  subject 
more  now,  but  it  cost  me  four  to  six  hours  of  in- 
vestigation before  I  decided  against  a  two-sector 
VTOC.) 

In  128  bytes,  there  are  1024  bits.  So  it  would 
seem  that  the  limit  on  number  of  sectors  is  indeed 
1024.  Alas,  it  is  not  to  be.  The  description  of  the 
VTOC  clearly  calls  out  usages  for  the  first  six  bytes 
(DOS  type,  maximum  number  of  sectors,  current 
number  of  sectors,  write-required  flag)  and  re- 
serves the  next  four.  So  now  we  are  down  to  118 
bytes  and  944  sectors.  Is  thai  our  limit? 

A  Final  Of  976  Sectors 

At  first,  I  was  inclined  to  say  it  is.  But  I  pored  over 
the  listing  a  couple  more  times,  checked  every 
memory  reference  that  was  related,  and  finally 
concluded  that  we  could  use  the  four  reserved 
bytes.  Which  gives  us  122  bytes  and  a  final 
maximum  of  976  sectors.  Well,  that  doesn't  seem 
too  bad.  We  are  only  64  sectors  away  from  the 
theoretical  maximum  and  surely  a  lot  better  off 
than  with  a  limit  of  720  sectors. 

So  this  is  our  plan:  Use  the  upper  bit  ($80)  of 
the  drive  status  to  recognize  an  enhanced  density 
diskette;  allow  975  sectors  (DOS  2  always  throws 
away  the  first  possible  sector);  displace  the  bitmap 
in  the  VTOC  by  4  bytes  on  the  low  end  and 
lengthen  it  to  122  bytes. 

Implementing  Our  Plan 

By  the  time  I  had  decided  on  a  plan,  over  half  the 
time  I  had  allotted  to  this  project  had  elapsed.  As 
I  write  this,  all  the  allotted  time  is  gone,  and  I  am 
not  done  yet.  Sounds  like  a  typical  software  pro- 
ject. Anyway,  this  month  I  will  tell  you  of  the 
difficulties  I  faced.  Next  month  we  can  decide 
how  well  I  faced  them.  In  any  case,  let's  begin  the 
next  step. 

Before  I  could  start  the  actual  coding  of  the 
modifications,  I  had  to  find  all  the  places  in  DOS 
which  would  be  affected  by  my  scheme.  While 
many  parts  of  DOS  are  affected  by  a  change  in 
density  (from  128-  to  256-byte  sectors),  there  are 


only  a  few  routines  which  actually  care  about 
such  things  as  disk  status,  where  the  VTOC's 
bitmap  is,  and  how  many  sectors  are  available. 

Some  of  the  routines  1  could  successfully 
ignore.  For  example,  when  you  delete  a  file  and 
free  up  its  sectors  for  later  use,  you  must  bump 
the  count  of  free  sectors.  But  if  the  rest  of  DOS  is 
working,  you  don't  have  to  check  for  validity  of 
the  bumped  value.  The  same  thing  is  true  when 
we  allocate  a  free  sector  and  must  decrement  the 
count.  And  the  boot  process  cares  whether  we 
are  using  128-  or  256-byte  sectors,  but  it  doesn't 
care  how  many  sectors  are  on  the  disk. 

Some  Areas  Need  Patching 

But  there  are  several  spots  which  definitely  need 
attention,  so  let's  discuss  them  now  (next  month 
we  discuss  the  solutions). 

1.  In  the  BSIO  (Basic  Sector  Input  Output) 
routine,  there  is  a  check  for  a  format  command 
[65:  2]44].  DOS  2  simply  compares  the  current 
command  with  $21  (!)  and  makes  a  decision  ac- 
cording to  an  exact  match.  Now,  though,  we  must 
allow  for  either  $21  or  $22  (")  as  format 
commands. 

2.  In  DOS  initialization  [66:  2218],  each  acces- 
sible drive  is  checked  for  its  status.  DOS  2  ignores 
all  bits  of  the  status  except  bit  5  ($20)  and  stores  a 
1  or  2  (single  or  double  density)  in  the  drive  table 
(DRVTBL)  for  each  drive  so  checked.  We  need  to 
find  a  way  to  capture  and  use  bit  7  ($80),  preferably 
by  keeping  it  in  DRVTBL,  also.  Fortunately,  the 
only  other  routine  which  accesses  DRVTBL  is 
SETUP,  which  we  discuss  below. 

3.  In  XFORMAT  [79:  3510],  the  actual  format 
command  is  stored  in  the  DCB  (for  use  by  BSIO, 
as  above).  We  need  to  allow  for  either  $22  or  $21, 
while  DOS  2  allows  only  $21. 

4.  Also  in  XFORMAT  [79:  3547,  3552],  the 
maximum  number  of  sectors  and  number  of  sec- 
tors available  are  stored  in  the  VTOC  which  is 
being  created  (for  the  newly  formatted  disk).  Cur- 
rently, DOS  2  simply  uses  LDA  #  (load  immediate 
value)  to  store  what  it  thinks  is  the  only  possible 
count  (707).  We  must  provide  for  the  enhanced 
density  count  as  well. 

5.  Again  in  XFORMAT  [80:  3559-3570],  there 
are  several  assumptions  made  about  how  big  the 
bitmap  is  and  where  the  directory  and  boot  sectors 
are  to  be  represented  in  the  map.  Since  we  will 
move  the  base  of  the  map  down  four  bytes,  we 
must  provide  for  variable  numbers  here,  as  well. 

6.  In  FRESECT  [90:  5166],  the  base  of  the  bit- 
map is  assumed  to  be  byte  10  ($0A)  of  the  VTOC. 
We  must  change  the  assumption, 

7.  In  GETSECTOR  [91:  5199,  5202,  5239],  simi- 
lar assumptions  about  the  bitmap  are  coded  via 
immediate  loads. 

8.  In  SETUP  [92:  5288],  which  is  called  by 


every  major  routine  in  DOS  2,  the  type  byte  stored 
in  DRVTBL  (see  item  2,  above)  is  simply  trans- 
ferred to  a  global  location  (DRVTYP)  for  use  by 
other  routines.  If  we  change  what  is  stored  in 
DRVTBL,  we  need  to  change  how  and  what  we 
store  in  DRVTYP. 

Keeping  The  Patches  Small 

And  that's  it.  Not  too  bad,  right?  If  only  that  were 
true.  Remember,  our  goal  here  is  to  patch  the  stand- 
ard version  of  DOS  without  affecting.its  normal 
operations  and  without  requiring  a  reassembly  of 
the  whole  thing  to  make  our  patches  fit.  In  general, 
then,  the  smaller  and  fewer  the  patches,  the  better. 

The  real  problem  here  is  the  number  of  load 
immediate  instructions,  used  to  implement  what 
are  now  to  become  invalid  assumptions.  If  these 
were  three-byte  instructions  (such  as  loads  from  a 
non-zero  page  memory  location),  we  would  have 
a  simple  task:  Change  the  values  in  the  locations 
being  loaded. 

Since  they  are  load  immediate  instructions, 
though,  our  only  choices  are  to  either  make  large 
and  cumbersome  patches  (generally  JSRs  to  sub- 
routines which  will  do  the  work,  but  remember 
that  JSR  occupies  three  bytes),  use  loads  from 
zero  page  (a  neat  alternative,  but  we  have  no  zero 
page  available  to  us),  or  to  continue  to  use  load 
immediate. 

Self-Modifying  Routines 

My  choice?  Continue  to  use  load  immediate.  But 
how?  By  producing  some  (shudder  at  this  next 
phrase,  please)  self-modifying  routines.  Re- 
member how  I  said  at  the  beginning  that  I  some- 
times took  the  path  of  least  resistance?  This  is  one 
of  those  sometimes. 

The  "trick"  which  allows  my  scheme  to  work 
is  relatively  simple:  Every  routine  which  needs  a 
load  immediate  changed  is  only  used  by  DOS  2 
after  a  call  has  been  made  to  SETUP.  Basically, 
SETUP  examines  the  disk  number  and  drive  type 
and  produces  various  pointers  and  values  in  fixed 
locations  for  use  by  other,  higher-level  routines. 
What  would  be  more  appropriate  than  for  SETUP 
to  also  set  up  the  needed  values  which  will  be 
loaded  in  immediate  mode? 

And  this  is,  indeed,  the  plan  I  tried.  At  the 
point  where  SETUP  stores  the  drive  type  [92: 
5288],  I  placed  a  JSR  to  my  patch-it  routine.  And 
my  patch-it  routine  used  the  disk  type  information 
to  determine  which  of  a  pair  of  immediate  values 
would  be  used  in  each  of  the  cases  noted  above. 
It  looked  like  it  would  work. 

Fitting  The  Patch  Into  DOS.SYS 

Except  (You  knew  that  was  coming,  didn't  you?) 
where  do  I  put  the  patch?  1  have  discussed  this 
subject  before,  so  let  me  succinctly  say  that  the 
only  sizable  patch  area  in  DOS.SYS  is  at  location 

MovWW     COMPUH!     151 


$1501,  in  the  gap  between  DOS. SYS  and  Mini- 

DUP  (the  root  of  DUP.SYS).  There  are  exactly  63 
bytes  available  there.  And  my  routine  was  about 
85  bytes  long. 

The  story  of  how  I  pared  my  patch  down  to 
fit  (just  barely)  will  have  to  wait  for  next  month. 
Fortunately,  it  is  a  short  patch.  Also  fortunately, 
there  are  a  couple  of  small  patch  spaces  still  float- 
ing around  in  DOS. 

Incidentally,  if  you  were  looking  for  the  con- 
tinuation of  my  notes  on  how  to  load  saved  binary 
files,  keep  looking.  It  turns  out  that  the  subject 
has  direct  bearing  on  what  we  are  doing  here,  so 
it  seemed  not  inappropriate  to  postpone  it  a  month 
(or  possibly  two).  © 


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A  BASIC 

Cross- Reference 

Jim  Butterfield,  Associate  Editor 


"Cross-Ref"  is  a  valuable  programming  tool  that  serves 
several  purposes.  Not  only  does  it  locate  all  line  number 
and  variable  references  in  a  program,  but  it  also  helps 
you  prepare  documentation  and  even  tighten  up  your 
program.  It's  for  BASIC  programs  stored  on  disk  and 
will  output  to  the  screen  or  printer.  For  PETiCBM 
(Upgrade  and  4.0  BASIC)  and  Comtnodore  64. 


"Cross-Ref"  and  "Cross-Ref64"  will  analyze  a 
BASIC  program  stored  on  disk  and  give  you  in- 
formation on  all  line  number  references  and  all 
variable  references. 

It  works  only  with  programs  written  in 
BASIC;  it  does  not  work  with  programs  stored  on 
tape.  A  program  SAVEd  on  disk  may  be  manipu- 
lated as  if  it  were  a  data  file;  but  a  program  on 
tape  cannot  be  handled  in  that  way. 

All  types  of  variables  are  detected  and  listed: 
regular  variables,  strings,  integer  variables,  and 
arrays.  This  includes  special  variables  such  as  TI, 
TI$,  or  ST.  If  a  variable  name  contains  more  than 
two  characters,  only  the  first  two  will  be  shown. 
(They're  the  only  ones  used  by  BASIC.)  So  HOUSE 
is  the  same  variable  as  HONK. 

While  Everything  Is  Fresh  In  Your  l\Aind 

If  you  have  completed  writing  a  program,  the 
Cross-Ref  output  will  serve  as  a  valuable  piece  of 
documentation.  As  each  line  and  variable  is  listed, 
you  may  note  its  purpose  while  everything  is 
fresh  in  your  mind:  "Line  300  is  the  start  of  the 
analysis:  variable  A$  is  the  name  of  the  input 
fUe...." 

Even  if  your  program  is  not  complete,  Cross- 
Ref  can  be  useful.  In  large  programs,  you  may 
wonder  what  variable  names  have  been  used; 
you  want  to  pick  a  fresh  variable  name  that  won't 
conflict  with  anything  else.  Alternatively,  a  test 
run  may  reveal  a  problem  that  shows  up  within 
the  subroutine  that  starts  at  line  750:  You  can  find 
all  calls  to  that  subroutine. 

If  you're  thinking  of  tightening  up  your  pro- 
gram, you  may  want  to  pack  two  or  three  lines  of 


code  together  into  a  single  line.  But  you  can't  do 
this  if  some  of  the  lines  are  referenced  elsewhere 
in  the  program.  Cross-Ref  will  tell  you  the  story. 

And  if  you're  looking  at  somebody  else's 
program,  and  don't  know,  say,  what  variable  V3 
is  being  used  for,  you  can  run  Cross-Ref  and  find 
every  occurrence  of  V3. 

Running  The  Program 

LOAD  and  RUN  Cross-Ref.  Be  sure  you  place  the 
disk  with  the  program  you  want  to  cross-reference 
into  the  disk  drive. 

When  Cross-Ref  asks  PROGRAM?,  type  in 
the  name  of  the  program  you  wish  to  analyze. 
You  may  use  pattern  matching  if  you  wish:  For 
example,  BAG*  will  match  program  name 
BAGELS. 

Everything  happens  very  fast.  The  disk  runs 
for  about  the  same  amount  of  time  that  is  needed 
to  load  the  program  in  question.  Then  you  are 
asked  PRINTER?  At  that  time,  the  cross-reference 
is  complete;  the  program  wants  to  know  where  to 
deliver  the  results.  Answer  Y  or  N. 

Output  may  be  to  screen  or  printer.  The  line 
number  cross-reference  appears  first.  The  refer- 
enced line  number  appears,  followed  by  a  colon, 
then  the  lines  where  it  is  used. 

Then  the  variable  cross-reference  appears,  in 
alphabetical  order.  Arrays  are  shown  with  a  single 
left  parenthesis,  so  that  A(M  +  NV%)  will  be 
shown  as  A( — and  there  will  also  be  other  entries 
for  M  and  NV%,  of  course. 

Sometimes  a  variable  or  line  number  will  be 
used  more  than  once  on  a  single  line  of  your  pro- 
gram, for  example,  "100  X  =  X  +  7:IF  X>20  THEN 
X  =  0".  In  this  case,  the  cross-reference  for  X  will 
show  line  100  only  once. 

Machine  Language  For  Speed 

It's  written  mostly  in  machine  language  for  speed. 
An  early  BASIC  version  of  this  program  appeared 
in  COMPUTE!,  May/June  1980  (that's  Issue  4);  being 
a  BASIC  program,  it  ran  slo-o-o-owly.  But  it  worked 
on  identical  principles  to  this  version  of  Cross-Ref. 

May  1984    COMPUTE!    153 


If  you're  interested  in  the  mechanics,  the  next 
few  paragraphs  give  an  insight  into  the  unusual 
logic  of  both  the  original  BASIC  version  and  the 
machine  language  program  presented  here. 

Because  of  the  plethora  of  characters  to  be 
analyzed,  an  unusual  approach  was  taken.  It 
niight  be  called  a  "state  transition"  program. 

Here's  the  general  idea.  When  we  begin  the 
analysis  of  a  BASIC  line,  we  start  in  state  A.  In 
this  state,  we  are  interested  in  only  a  few  charac- 
ters: an  alphabetic,  which  signals  the  start  of  a 
variable;  a  GOTO,  THEN,  or  GOSUB,  which  sig- 
nals that  a  Une  number  may  be  coming;  a  REM, 
which  indicates  we  should  ignore  everything  up 
to  the  end  of  the  line;  quote  marks,  which  tell  us 
that  the  next  few  characters  will  not  be  of  interest 
to  us;  and  binary  zero,  which  signals  end  of  line. 

If  we  don't  see  any  of  these  characters,  we 
remain  in  state  A  and  get  the  next  character, 
throwing  the  old  one  away.  But  if  we  do  see  a 
character  of  interest,  we  switch  to  a  new  state. 

Suppose  we're  looking  at  a  Une  that  says: 

FOR  J  =  1  TO  9:X35$  =  "HELLO":GOTO  500 

We  start  in  state  A.  The  first  thing  we  get  is  the 
FOR — it's  not  a  character,  but  a  specially  coded 
token.  Throw  it  away;  it's  not  on  our  list.  Con- 
tinuing on  our  line,  we  see  a  space,  which  we 
trash,  followed  by  the  letter }.  Aha!  It's  an  al- 
phabetic, which  tells  us  "we're  in  a  variable — start 
collecting  characters. "  At  this  point  we  don't  know 
if  the  variable  is  called  J,  J5,  JEEPERS,  or  JR$.  We 
collect  the  J  and  switch  to  state  B. 

In  state  B,  we  are  looking  for  a  whole  different 
set  of  characters.  Alphabetic  and  numeric  charac- 
ters will  be  collected  into  our  variable  name  and 
will  move  us  to  state  C.  On  the  other  hand,  a  dollar 
or  percent  sign  will  also  be  collected,  but  will  move 
us  to  state  E,  where  we  look  for  a  possible  array. 
Continuing  the  options:  a  left  parenthesis  would 
signal  an  array;  collect  it  and  wrap  up  this  label. 
A  space  will  be  ignored.  Almost  anything  else  (in 
our  example,  the  equals  token)  will  cause  the  label 
to  be  wrapped  up  and  put  away,  returning  us  to 
state  A. 

Back  in  state  A  again,  we  throw  away  the 
equals,  the  1  character,  the  space,  the  TO  token, 
the  9,  and  the  colon.  Suddenly  we  hit  the  X:  Collect 
it,  and  we're  off  to  state  B  again.  This  time,  state 
C  finds  a  numeric,  collects  it,  and  switches  us  to 
state  D.  State  D  throws  away  the  5.  We  stay  in 
state  D  and  discover  the  dollar  sign,  which  is  duly 
collected,  and  we  flip  to  state  E.  The  equals  sign 
drops  us  back  to  state  A;  but  we  wrap  up  the  col- 
lected characters  X3$  and  enter  them  into  the  re- 
sults table.  And  so  on.  Each  individual  state 
searches  for  its  own  set  of  characters  which  trigger 
an  action  and  a  movement  to  another  state. 

The  program  to  do  all  this  is  surprisingly 

1M    COMPUTE!    May19&l 


small.  The  state  transition  table  that  directs  the  pro- 
gram from  one  state  to  another  is  surprisingly  big. 

There  are  tricky  bits,  some  of  which  involve 
the  strange  syntax  of  the  PRINT  statement.  It's 
possible  to  write  BASIC  lines  such  as: 

PRINT  ASB$C%D(3)E 

I'd  much  rather  use  semicolons  to  separate  those 
variables,  but  since  we're  allowed  to  code  that 
way,  extra  programming  must  be  added  to  Cross- 
Ref  to  pick  out  the  variables  when  they  are  mushed 
together  like  that. 

Typing  Cross  Reference 

Both  the  PET/CBM  and  64  versions  of  this  program 
use  a  special  technique  to  attach  the  machine  lan- 
guage to  the  BASIC  portion  of  the  program.  The 
ML  is  located  immediately  following  the  end  of 
the  BASIC  program,  then  the  zero-page  pointer 
to  the  end  of  the  program  is  changed  to  point  to 
the  end  of  the  ML.  This  fools  the  computer  into 
treating  the  ML  as  part  of  the  BASIC  program. 

To  enter  the  PET/CBM  version,  first  type  in 
Program  1.  You  must  enter  it  exactly  as  it  is  shown 
because  the  ML  must  begin  at  exactly  the  end  of 
BASIC.  You  can  check  by  typing  the  following 
line  in  direct  mode: 

PRINT  PEEK(1261),PEEK(1262),PEEKa263) 

If  you  have  entered  Program  1  correctly,  you'll 


see: 


58         160         52 

If  these  are  not  the  values  you  get,  check  for  spaces 
added  or  left  out.  When  you  have  Program  1 
entered  correctly,  type  the  following  line  in  direct 
mode: 

POKE  41,10:POKE  2560,0:NEW 

Then  type  in  and  RUN  Program  2.  Program  2  will 
check  for  DATA  statement  errors  as  it  POKEs  the 
ML  into  the  proper  locations.  If  no  errors  are  de- 
tected, the  program  will  change  the  pointers  in 
zero  page  to  attach  the  ML  to  the  BASIC  from 
Program  1.  When  you  type  LIST  after  Program  2 
is  finished,  you  should  see  the  lines  from  Program 
1.  Although  it  doesn't  show,  the  ML  POKEd  by 
Program  2  is  also  in  place.  You  should  immediately 
SAVE  a  copy  of  the  completed  Cross-Ref  program. 
You  will  not  need  the  old  Program  1  or  2  again. 

The  64  Version 

To  enter  the  64  version  (Program  3),  you  must  use 
the  MLX  machine  language  editor.  If  you  have 
not  already  typed  in  MLX  from  a  previous  issue 
of  COMPUTE!,  there's  a  copy  elsewhere  in  this 
issue.  Be  sure  you  read  the  accompanying  article 
and  understand  how  to  use  MLX  before  you  begin 
typing  in  the  data  from  Program  3.  The  MLX  listing 
in  Program  3  contains  the  BASIC  as  well  as  the 
ML  portions  of  Cross-Ref,  so  no  separate  BASIC 


program  must  be  typed  in.  MLX  makes  things 
much  easier — it's  a  program  worth  SAVEing  for 
this,  and  future,  programs. 

Because  Cross-Ref  begins  at  the  default  start- 
of-BASIC  address  (where  MLX  would  normally 
be  located),  you  must  adjust  the  64  so  that  the 
BASIC  area  for  MLX  is  above  the  area  of  memory 
which  Cross-Ref  will  occupy.  Do  this  by  typing 
the  following  line  in  direct  mode  (no  line  number): 

POKE  44,16lPOKE  642,16;P0KE  4096,0:NEW 

If  you  do  not  finish  typing  all  of  Program  3  in  one 
session,  see  the  instructions  in  the  MLX  article  on 
saving  an  unfinished  version  of  your  work.  Note 
that  you  must  also  type  the  direct  mode  line  above 
before  loading  MLX  again  to  continue  your  work. 
When  MLX  is  first  RUN,  it  will  ask  you  for  a 
starting  and  ending  address.  For  Cross-Ref,  the 
proper  values  are: 


starting  address 
ending  address 


2049 
3398 


Use  the  MLX  Save  optiori  to  make  a  copy  of  your 
work.  The  version  of  Cross-Ref  created  by  MLX 
can  then  be  LOADed  and  RUN  like  a  regular 
BASIC  program. 

An  early  version  of  Cross-Ref  for  PET/CBM, 
called  XREF,  was  published  in  Cursor  magazine 
(which  came  on  cassette  tape),  issue  25.  The  details 
are  different,  but  the  program's  general  speed 
and  other  characteristics  are  about  the  same. 

Could  Cross-Ref  be  expanded  to  analyze  other 
features?  For  example,  FOR/NEXT  loop  matches 
or  OPEN  and  CLOSE  statements  together  with 
associated  file  usage?  Perhaps,  but  I  think  not. 
Whether  or  not  it's  a  good  idea,  BASIC  allows  a 
single  FOR  statement  to  be  matched  with  more 
than  one  NEXT  (and  vice  versa,  for  that  matter). 
Files  can  be  opened,  closed  and  used  with  variable 
logical  file  numbers — for  example,  PRINT#X, 
"HELLO" — so  that  a  single  file's  activity  is  difficult 
to  trace.  Cross-Ref  wasn't  constructed  to  follow 
the  logic  of  your  program,  only  the  mechanics. 
You  should  find  Cross-Ref  a  very  useful  pro- 
gramming support  tool.  You  might  discover  that 
it  leads  to  better  programming. 

The  programs  are  set  up  for  normal  Commo- 
dore printers.  If  you  have  a  printer  that  specifically 
needs  a  line  feed  character  to  be  sent,  you  should 
modify  Cross-Ref64  only  as  follows: 

POKE  3181,10 

POKE  3223,10 

Program  1:  basic  Portion  Of  PET/CBM  Version 

100  PRINT" {CLR} CROSS  REF" : PRINT" 

[SHIFT-SPACE) {4  SPACESjJIM  BUTTERFIEL 
D" 
115  W=6:IFPEEK( 32808 )=32THENW=11 
120  CLOSEl: INPUT "NAME  OF  PROGRAM ";N$ 
130  OPENl ,8,3, N?+" , P, R" :GET#1 ,X$ , Y$ : IFX$< 
>CHR$(1)GOTO120 


190  SYS1668 : CLOSEl : INPUT "PRINTER" ; Z$ : P=3 : 

IFASC ( Z? ) =89THENP=4 : W= 1 1 
200  0PEN4,P;PRINT#4, "CROSS-REF:  ";N?:POKE 

208,W:SYS2102:PRINT#4:CLOSE4 

Program  2:  Loader  For  PET/CBM  ML  Portion 

100  SA=1267:SL=200 

110  FOR  1=0  TO  8 

120  CK=0:AD=SA+( 1*120) :LN=SL+ ( 1*150 ) 

130  FOR  J=0  TO  119 

140  READ  BY:CK=CK+BY:POKE  AD+J,BY 

150  NEXT  J: READ  CVsIF  CKoCV  THEN  190 

160  NEXT  I: PRINT  "MACHINE  LANGUAGE  IS  LOA 

DED" 
170  POKE  40,1:POKE  41,4:POKE  42,43 :P0KE  4 

3,9 
180  POKE  44, 43; POKE  45, 9: POKE  46, 43: POKE 

{SPACE}47,9:END 
190  PRINT  "DATA  ERROR  IN  LINES" ;LN; "-" ;LN 

+140:STOP 
200  DATA  0,0,0,0,0,0,0,0 
210  DATA  0,0,0,0,0,0,11,11 
220  DATA  11,11,11,11,11,11,11,11 
230  DATA  11,11,11,11,11,11,11,11 
240  DATA  11,11,11,11,11,11,11,11 
250  DATA  11,11,11,11,11,11,11,5 
2S0  DATA  11,3,3,3,11,4,11,11 
270  DATA  11,9,11,11,11,2,2,2 
280  DATA  2,2,2,2,2,2,2,8 
290  DATA  11,11,11,11,11,11,1,1 
300  DATA  1,1,1,1,1,1,1,1 
310  DATA  1,1,1,1,1,1,1,1 
320  DATA  1,1,1,1,1,1,1,1 
330  DATA  11,11,11,11,11,11,11,11 
340  DATA  11,11,11,11,11,11,11,11 
345  DATA  774 

350  DATA  11,11,11,11,11,11,11,11 
360  DATA  11,11,11,11,11,11,11,11 
370  DATA  11,11,11,11,11,11,11,11 
380  DATA  7,11,11,11,11,11,10,10 
390  DATA  11,11,10,11,6,11,11,11 
400  DATA  11,11,11,11,11,11,11,11 
410  DATA  11,11,11,11,11,11,11,11 
420  DATA  11,9,11,11,10,11,11,11 
430  DATA  11,11,11,11,11,11,11,11 
440  DATA  11,11,11,11,11,11,11,11 
450  DATA  11,11,11,11,11,11,11,11 
460  DATA  11,11,11,11,11,11,11,11 
470  DATA  10,11,11,11,11,11,11,11 
480  DATA  11,11,11,11,11,11,11,11 
490  DATA  11,11,11,11,11,11,11,11 
495  DATA  1304 

500  DATA  11,11,11,11,11,11,11,11 
510  DATA  11,11,11,11,11,11,11,11 
520  DATA  11,11,11,11,11,11,11,11 
530  DATA  11,11,11,11,11,0,12,12 
540  DATA  12,12,12,12,12,12,12,12 
550  DATA  12,0,224,72,12,12,24,36 
560  DATA  48,12,12,60,12,0,24,24 
570  DATA  24,24,12,24,24,24,24,24 
580  DATA  24,0,36,36,36,36,36,36 
590  DATA  36,36,36,36,36,0,48,48 
600  DATA  48,48,48,48,48,12,48,48 
610  DATA  48,0,224,212,12,12,24,36 
620  DATA  48,12,60,60,12,0,72,72 
630  DATA  12,12,24,36,48,12,12,60 
640  DATA  12,0,12,212,12,12,24,36 
645  DATA  3507 

650  DATA  48,12,60,60,12,0,236,236 
660  DATA  248,140,24,36,40,12,12,60 
670  DATA  12,0,108,108,248,140,24,36 

May  1984    COMPUTE!     155 


680  DATA  48,12,12,60,12,0,120,12 
690  DATA  12,140,24,36,48,12,12,60 
700  DATA  12,162,1,32,198,255,32,54 
710  DATA  7,169,0,133,190,169,11,133 
720  DATA  191,169,6,133,185,162,13,189 
730  DATA  29,9,157,249,10,202,16,247 
740  DATA  48,7,32,204,255,96,32,179 
750  DATA  7,32,228,255,32,228,255,240 
760  DATA  241,169,0,133,192,169,10,133 
770  DATA  193,32,228,255,133,90,32,228 
780  DATA  255,133,89,162,12,134,184,32 
790  DATA  228,255,201,32,240,249,170,189 
795  DATA  12998 

800  DATA  0,5,168,177,184,16,3,32 
810  DATA  11,7,41,127,164,184,133,184 
820  DATA  201,84,176,7,192,84,144,3 
830  DATA  32,64,7,201,120,208,19,192 
840  DATA  120,208,15,142,122,2,32,64 
850  DATA  7,174,122,2,169,12,133,184 
860  DATA  208,205,201,0,240,160,208,191 
870  DATA  41,127,72,201,84,240,20,138 
880  DATA  162,0,180,84,192,32,240,7 
890  DATA  232,224,5,208,245,240,18,149 
900  DATA  84,240,14,138,162,0,180,85 
910  DATA  148,84,232,224,4,208,247,133 
920  DATA  88,104,96,162,4,169,32,149 
930  DATA  84,202,16,251,96,72,165,192 
940  DATA  164,193,56,233,7,133,186,176 
945  DATA  14445 

950  DATA  1,136,132,187,201,0,152,233 
960  DATA  10,144,20,160,4,185,84,0 
970  DATA  209,186,208,5,136,16,246,48 
980  DATA  73,165,186,164,187,208,219,165 
990  DATA  192,164,193,133,188,132,189,56 
1000  DATA  233,7,176,1,136,133,186,132 
1010  DATA  187,201,0,152,233,10,144,21 
1020  DATA  160,6,56,177,186,145,188,249 
1030  DATA  84,0,136,16,246,144,6,165 
1040  DATA  186,164,187,208,214,160,6,185 
1050  DATA  04,0,145,188,136,16,248,24 
1060  DATA  165,192,105,7,133,192,144,2 
1070  DATA  230,193,32,54,7,104,96,96 
1080  DATA  165,190,164,191,133,186,132,187 
1090  DATA  56,165,192,233,0,141,122,2 
1095  DATA  15395 

1100  DATA  165,193,233,10,141,123,2,13 
1110  DATA  122,2,240,227,24,173,122,2 
1120  DATA  101,186,133,190,133,188,173,123 
1130  DATA  2,101,187,133,191,133,189,32 
1140  DATA  39,8,165,192,56,233,7,164 
1150  DATA  193,176,1,136,133,192,132,193 
1160  DATA  201,0,152,233,10,144,184,165 
1170  DATA  188,164,189,56,233,7,176,1 
1180  DATA  136,133,188,132,189,160,6,56 
1190  DATA  177,186,145,188,241,192,136,16 
1200  DATA  247,144,6,32,39,8,76,250 
1210  DATA  7,160,6,177,192,145,188,136 
1220  DATA  16,249,48,190,165,186,164,187 
1230  DATA  56,233,7,176,1,136,133,186 
1240  DATA  132,187,96,162,4,134,84,32 
1245  DATA  15168 

1250  DATA  201,255,169,0,160,11,133,186 
1260  DATA  132,187,160,4,185,84,0,209 
1270  DATA  186,208,5,136,16,246,48,34 
1280  DATA  169,13,32,210,255,169,10,32 
1290  DATA  210,255,160,0,177,186,153,84 
1300  DATA  0,32,210,255,200,192,5,144 
1310  DATA  243,169,58,32,210,255,169,0 
1320  DATA  133,188,230,188,165,188,197,208 
1330  DATA  144,22,169,13,32,210,255,169 
1340  DATA  10,32,210,255,160,5,169,32 

156    COMPUIB     May  1984 


1350 

DATA 

1360 

DATA 

1370 

DATA 

1380 

DATA 

1390 

DATA 

1395 

DATA 

1400 

DATA 

1410 

DATA 

1420 

DATA 

1430 

DATA 

1440 

DATA 

1450 

DATA 

1460 

DATA 

1470 

DATA 

1480 

DATA 

1490 

DATA 

1500 

DATA 

1510 

DATA 

1520 

DATA 

1530 

DATA 

1540 

DATA 

1545 

DATA 

Program 

2049 

:043, 

2055 

:032, 

2061 

:032, 

2067 

:153, 

2073 

:032, 

2079 

:085, 

2085 

:073, 

2091 

:052, 

2097 

:048, 

2103 

:000, 

2109 

:078, 

2115 

:070, 

2121 

:082, 

2127 

:036, 

2133 

:159, 

2139 

:044, 

2145 

:080, 

2151 

:035, 

2157 

:0B9, 

2163 

:179, 

2169 

:137, 

2175 

:008, 

2181 

:057, 

2187 

:133, 

2193 

:084, 

2199 

:036, 

2205 

:139, 

2211 

:178, 

2217 

:052, 

2223 

:000, 

2229 

:052, 

2235 

:044, 

2241 

:083, 

2247 

:032, 

2253 

:151, 

2259 

:058, 

2265 

:058, 

2271 

:000, 

2277 

:000, 

2283 

:000, 

2289 

:000, 

2295 

:000, 

2301 

:000, 

2307 

:011, 

2313 

:011, 

2319 

:011, 

2325 

:011, 

32,210,25  5, 136,16,248,48, 222 

160,5,177,186,13  3,90,200,177 

186,133,89,32,225,2  55,164,151 

200,208,248,32,192,8,24,165 

186, 164, 187, 105, 7, 144, 1, 200 

16229 

133, 186, 132, 187, 197, 190, 165, 187 

229,191,144,134,96,169,0,162 

2,157,122,2,202,16,250,120 

248,160,15,6,89,38,90,162 

2,189,122,2,125,122,2,157 

122,2,202,16,244,136,16,23  5 

216,88,162,0,169,48,133,189 

134,192,189,122,2,72,74,74 

74,74,9,48,32,16,9,104 

41,15,9,48,224,2,208,2 

198,189,32,16,9,166,192,232 

224, 3, 144, 220, 96, 197, 189, 208 

4,169,32,208,2,198,189,76 

210,255,0,0,0,0,0,0 

0,78,79,78,69,32,0,0 

12648 

3:  MLX  Listing  For  64 

008,100,000,153,034,083 

067,082,079,083,083,177 

082,069,070,034,058,102 

034,160,032,032,032,206 

074,07  3,077,03  2,066,12  3 

084, 084, 069, 082, 070, 249 

069,076,068,034,000,101 

008,115,000,087,178,227 

054,000,081,008,120,104 

160,049,058,133,034, 2  33 

065,077,069,032,079,205 

032,080,082,079,071,225 

065,077,034,059,078,212 

000,126,008,130,000,  123 

049,044,056,044,051,232 

078, 036, 170, 034, 044, 241 

044, 082 , 034 ,058,161, 044 

049, 044, 088, 036, 044, 143 

036,058,139,088,036,043 

177,199,040,049,041,032 

049,050,048,000,176,069 

190,000,158,050,054,075 

050,058,160,049,058,053 

034,080,082,073,078,107 

069,082,034,059,090,051 

058,080,178,051,058,100 

198,040,090,036,041,189 

056,057,167,080,178,111 

058,087,178,049,049,130 

224, 008, 200, 000, 159, 254 

044,080,058,152,052,107 

034,067, 082 , 079 , 083 , 064 

045,082,069,070,058,088 

034,059,078,036,058,240 

049,0^7,048,044,087,129 

158,051,049,051,054,120 

152,05  2,058,160,052,237 

000, 000,000, 000,000,  223 

000,000,000,000,000.  229 

000,000,000,000,000, 235 

000, 000, 000 , 000, 000, 241 

000, 000, 000, 000, 000, 247 

000,000,000,011,011,019 

011,011,011,011,011,069 

011,011,011,011,011,075 

011,011,011,011,011,081 

011,011,011,011,011,087 


011 

,011 

,011 

,011 

,011 

,011, 

011 

,005 

011 

003 

,003 

,003, 

011 

,004 

011 

011 

,011 

009, 

011 

,011 

011 

002 

,002 

,002, 

002 

,002 

002 

002 

,002 

002, 

002 

,008 

011 

011 

,011 

,011, 

011 

,011 

001 

001 

001 

001, 

001 

,001 

001 

001 

,001 

001, 

001 

,001 

001 

001 

,001 

001, 

001 

,001 

001 

001 

,001 

,001, 

001 

,001 

001 

001 

011 

011, 

011 

,011 

011 

011 

011 

011, 

011 

011 

011 

011 

011 

011, 

011 

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011 

011 

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011, 

011 

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011 

011 

011 

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011 

011 

011 

011 

011 

011, 

011 

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011 

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011 

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011 

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007 

011 

011 

011, 

011 

011 

010 

010 

011 

011, 

010 

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006 

011 

011 

011, 

011 

011 

011 

011 

011 

011, 

011 

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011 

011 

011 

011, 

011 

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011 

011 

011 

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011 

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010 

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011 

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011 

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011 

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011 

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011 

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011 

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011 

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011 

011, 

011 

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010 

011 

011 

011, 

011 

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011, 

011 

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011 

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011 

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011 

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011 

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011 

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011 

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011 

011, 

011 

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011 

011 

011 

011, 

011 

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011 

011 

011 

011, 

011 

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011 

011 

011 

011, 

011 

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011 

011 

011 

011, 

011 

,000 

012 

012 

012 

012, 

012 

,012 

012 

012 

012 

012, 

012 

,000 

224 

072 

012 

012, 

024 

,036 

048 

012 

012 

060, 

012 

,000 

024 

024 

024 

024, 

012 

,024 

024 

024 

024 

024, 

024 

000 

036 

036 

036 

036, 

036 

,036 

036 

036 

036 

036, 

036 

,000 

048 

048 

048 

048, 

048 

,048 

048 

012 

048 

048, 

048 

,000 

224 

212 

012 

012, 

024 

,036 

048 

012 

060 

060, 

012 

000 

072 

072 

012 

012, 

024 

,036 

048 

012 

012 

060, 

012 

,000 

012 

212 

012 

012, 

024 

,036 

048 

012 

060 

060, 

012 

000 

236 

236 

24B 

140, 

024 

,036 

048 

012 

012 

060, 

012 

,000 

108 

108 

248 

140, 

024 

036 

048 

012 

012 

060, 

012 

000 

120 

012 

012 

140, 

024 

,036 

048 

012 

012 

060, 

012 

162 

001 

032 

198 

255, 

032 

054 

011 

169 

000 

133, 

075 

169 

015 

133 

076 

169, 

010 

133 

070 

162 

013 

189, 

052 

013 

157 

249 

014 

202, 

016 

247 

048 

007 

032 

204, 

255 

096 

032 

179 

011 

032, 

228 

255 

032 

228 

255 

240, 

241 

169 

000 

133 

077, 

169, 

014 

133 

078 

032 

228, 

255, 

133 

093 

032 

228 

255, 

133, 

092 

162 

012 

134, 

069, 

032, 

093 

2763 

069 

2769 

096 

2775 

084 

2781 

063 

2787 

111 

2793 

089 

2799 

075 

2805 

081 

2811 

087 

2817 

U3 

2823 

159 

2829 

165 

2835 

171 

2841 

177 

2847 

183 

2853 

189 

2859 

191 

2865 

199 

2871 

201 

2877 

213 

2883 

219 

2889 

223 

2895 

230 

2901 

237 

2907 

243 

2913 

249 

2919 

255 

2925 

005 

2931 

010 

2937 

017 

2943 

023 

2949 

029 

2955 

035 

2961 

041 

2967 

047 

2973 

053 

2979 

059 

2985 

058 

2991 

077 

2997 

087 

3003 

209 
131 

3009 

161 

3015 

203 

3021 

001 

3027 

019 

3033 

049 

3039 

055 

3045 

049 

3051 

251 

3057 

013 

3063 

087 

3069 

073 

3075 

199 

3081 

037 

3087 

211 

3093 

049 

3099 

159 

3105 

061 

3111 

023 

3117 

024 

3123 

012 

3129 

214 

3135 

074 

3141 

203 

3147 

004 

3153 

131 

3159 

200 

3165 

157 

3171 

041 

3177 

186 

3183 

:228, 255,201,032, 
:170, 189,000,009, 
.•069,016,003,032, 
;041, 127,164,069, 
:201, 084, 176,007, 
:144,003,032,064, 
:120, 208,019, 192, 
:015, 142,060,003, 
:011,174,060,003, 
:133,059, 208, 205, 
:240,160,208, 191, 
:072, 201,084, 240, 
:162,000, 180,087, 
:240,007,232,224, 

:245, 240,018, 149, 
:014, 138, 162,000, 
:148,087,232,224, 
:247, 133,091, 104, 
:004, 169,032, 149, 
:016, 251,096,072, 
:164,078,056,233, 
:071,176,001,136, 
:201,000,152,233, 
:020,160,004,185, 
:209, 071, 208,005, 
:246,048,073,165, 
:072,208,219,165, 
:078, 133,073, 132, 
:233, 007, 176,001, 
:071, 132,072,201, 
:233,014, 144,021, 
:056, 177,071, 145, 
:087,000,136,016, 
:006,165,071,164, 
:214, 160,006, 185, 
:145,073,136,016, 
:165, 077, 105,007, 
:144,002,230,078, 
:011,104,096,096, 
:164,076,133,071, 
:056, 165,077,233, 
:060, 003, 165,078, 
:141,061,003,013, 
:240, 227,024,173, 
:101,071,133,075, 
:173,061,003,101, 
:076,133,074,032, 
:165,077,056,233, 
:078,176,001,136, 
:132, 078, 201,000, 
:014, 144,184, 165, 
: 074, 056, 233,007, 
:136,133,073,132, 
: 006, 056, 177,071, 
:241, 077, 136,016, 
1006,032,039,012, 
:011,160,006,177, 
:073, 136,016, 249, 
:165,071,164,072, 
:007,176,001,136, 
!l32,072,162,009, 
:  157, 080, 003, 202, 
:096,162,009,189, 
:149, 069, 202,016, 
: 004, 134,087,032, 
;169, 000, 160,015, 
:132, 072, 160,004, 
:000,209,071,208, 
:016,246,048,034, 
:032,210,255,169, 
;210, 255, 160,000, 


240,249,128 

168,177,154 

011,011,101 

133,069,056 

192,084,203 

011,201, 176 

120,208,082 

032,064,049 

169,012,168 

201,000,049 

041,127,206 

020,138,000 

192,032,160 

005,208, 173 

087,240,242 

180,088,107 

004,208,178 

096,162,114 

087,202,186 

165,077,226 

007,133,226 

132,072, 149 

014,144,055 

087,000,029 

136,016,224 

071,164,096 

077,164,240 

074,056,143 

136, 133,033 

000,152,237 

160,006, 193 

073,249,136 

246,144,000 

072,208,063 

087,000,035 

248,024,031 

133,077,215 

032,054,197 

165,075,210 

132,072,061 

000,141,091 

233,014,234 

060,003,224 

060,003,164 

133,073,029 

072,133,248 

039,012,077 

007,164,163 

133,077,068 

152,233,013 

073,164,223 

176,001,032 

074,160,199 

145,073,025 

247,144,108 

076,250,180 

077,145,091 

048,190,233 

056,233,032 

133,071,057 

181,069,164 

016,248,251 

080,003,090 

248,162,147 

201,255,020 

133,071,117 

185,087,215 

005,136,210 

169,013,113 

032,032,067 

177,071,216 


May  1984     COMPUTE!     157 


3189 
3195 
3201 
3207 
3213 
3219 
3225 
3231 
3237 
3243 
3249 
3255 
3261 
3267 
3273 
3279 
3285 
3291 
3297 
3303 
3309 
3315 
3321 
3327 
3333 
3339 
3345 
3351 
3357 
3363 
3369 
3375 
3381 
3387 
3393 


!l53, 
-.200, 
(058, 
!l33, 
(197, 
!032, 
:210, 
!032, 
!048, 
;133, 
:092, 
!l65, 
(032, 
!l64, 
:200, 
!075, 
tl31, 
:157, 
:120, 
:038, 
:003, 
:003, 
!235, 
:048, 
:060, 
!074, 
:104, 
:002, 
t039, 
:003, 
:208, 
:198, 
•.000, 
:078, 
:000, 


087, 
192, 
032, 
073, 
190, 
210, 
255, 
210, 
222, 
093, 
032, 
203, 
215, 
072, 
133, 
165, 
096, 
060, 
248, 
093, 
125, 
202, 
216, 
133, 
003, 
009, 
041, 
208, 
013, 
144, 
004, 
074, 
000, 
079, 
013, 


000, 
005, 
210, 
230, 
144, 
255, 
160, 
255, 
160, 
200, 
225, 
010, 
012, 
105, 
071, 
072, 
169, 
003, 
160, 
162, 
060, 
016, 
088, 
074, 
072, 
048, 
015, 
002, 
166, 
220, 
169, 
076, 
000, 
078, 
013, 


032,210, 
144,243, 
255,169, 
073,165, 
022,169, 
169,032, 
005,169, 
136,016, 
005,177, 
177,071, 
255,240, 
010,144, 
024,165, 
007,144, 
132,072, 
229,076, 
000,162, 
202,016, 
015,006, 
002,189, 
003,157, 
244,136, 
162,000, 
134,077, 
074,074, 
032,039, 
009,048, 
198,074, 
077,232, 
096,197, 
032,208, 
210,255, 
000,000, 
069,032, 
013,013, 


255,086 
169,052 
000,085 
073,114 
013,108 
032,109 
032,216 
248,032 
071,080 
133,210 
031,028 
245,192 
071,196 
001,176 
197,238 
144,200 
002,005 
250,139 
092,098 
060, 007 
060,133 
016,092 
169,095 
189,142 
074,106 
013,226 
224,202 
032,027 
224,012 
074,001 
002,152 
000,092 
000,053 
000,139 
013,130 


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PROGRAMMING  THE  Tl 


(_  Regeno 


File  Processing 

Part  3 


This  month  C.  Rt'i^eiia  coudtnicA  her  tlircc-pari  discus 
sion  oil  creating  data  files. 


A  Birthday  List 

Program  1  prints  a  birthday  list  of  the  students  in  a 
class.  The  same  data  file  is  used,  and  the  informa- 
tion is  arranged  in  order  by  birthdate.  Line  180  is 
the  OPEN  statement  for  the  printer  (use  your  own 
printer  configuration).  Line  190  is  the  OPEN  state- 
ment for  the  disk  drive  to  read  in  information. 

Line  210  reads  in  the  date— again,  in  the  same 
order  that  the  items  were  saved.  We  will  ignore 
some  of  the  information,  but  all  the  items  must  be 
read  in  order.  Line  25tl  combines  several  of  the 
items  into  one  variable  T$.  The  birthday  BD  and 
TS  are  actually  arrays,  so  the  items  may  be  sorted. 
Lines  280-350  contain  the  sorting  procedure  to 
sort  by  birthday. 

Line  360  and  lines  510-560  print  the  header. 
Lines  370-480  print  the  information.  Linos  380^00 
print  the  month  and  day  from  the  BD  number 
that  was  saved.  Line  410  prints  a  blank  line  be- 
tween months.  Lines  420^50  use  POS  and  SEG$ 
to  separate  the  T$  item  back  into  its  parts,  then 
line  460  prints  the  information  in  columns  using 
the  IMAGE  statement  of  line  200. 

The  Report  Writer 

Program  2  generates  reports  using  the  data  saved 
in  Program  1  of  Part  2  (April  1984).  Lines  16t)-200 
present  the  option  to  print  the  report  for  one  of 
the  reading  groups  or  for  the  whole  class. 

These  reports  will  use  a  132-column  line,  or 
conipiTsscd  print  (16.3  characters  per  inch).  Line 
210  OPENs  device  #1  for  the  printer.  The  previous 
reports  used  an  80-column  line,  which  is  the  de- 
fault value  for  most  printers.  VARIABLE  132  is 
used  to  designate  a  longer  line  before  a  carriage 
return.  Line  230  sets  m\j  printer  (TI  825,  which  is 
like  the  TI  840)  to  use  compressed  print.  You  will 
probably  need  a  different  command. 

Some  printers  can  use  a  certain  CHR$ 


number.  Other  printers  may  require  you  to  set  cer- 
tain hardware  switches.  I  have  used  compressed 
print  and  the  132-column  line  so  more  can  fit  on 
the  one  line.  The  other  two  reports  in  this  pro- 
gram may  be  printed  with  the  regular  printing. 
Line  240  is  the  OPEN  statement  to  read  the 
data  from  the  data  file  created  by  Program  1  (Part 
2,  April).  Again,  the  variables  are  in  the  same 
order  as  they  were  saved.  Line  280  checks  for  the 
end  of  the  file.  Lines  290-300  check  to  see  if  a  par- 
ticular group  was  chosen  or  if  the  whole  class  is 
to  be  printed.  Lines  310^80  then  print  the  first 
report.  The  student's  R$  tally  is  separated  using 
SEGS.  Line  360  and  line  410  are  used  to  print  in- 
formation if  only  part  of  the  ten  weeks  is  used.  If 
you  have  a  different  number  of  weeks  in  your 
report,  you  can  change  the  10  in  lines  130,  410, 
520,  560,  600,  and  670,  and  the  titles  in  lines  140 
and  930-950. 

Total  Volues 

Variable  names  starting  with  T  are  total  values. 
Lines  440-450  print  total  presentations  divided  by 
total  possible  weeks  and  the  individual's  percen- 
tage. Lines  500-630  print  the  totals  for  each  week. 

A  bar  graph  report  is  printed  in  lines  640-700. 
Each  asterisk  represents  a  report,  and  the  appro- 
priate number  of  asterisks  is  printed  for  each  week 
as  a  graph. 

The  final  report  in  this  program  is  to  rank  the 
students  from  high  score  to  low  score  by  percen- 
tage. Lines  720-780  contain  the  sort  routine.  The 
percentages  were  stored  in  the  P  array  with  the 
corresponding  names  in  NN$.  Lines  790-850  print 
the  percents  and  names.  Line  810  and  the  sub- 
routine in  lines  1000-1150  alphabetize  the  names 
of  all  students  who  have  a  zero  score. 

Console  BASIC 

You  can,  in  fact,  do  file  processing  without  Ex- 
tended BASIC  and  all  the  peripherals.  I  used  Ex- 
tended BASIC  mainly  because  of  the  ease  in  for- 
matting the  printing — lining  up  the  columns.  In 
regular  console  BASIC  you  can  use  subroutines  to 

Mav1984    COMPUTE!    159 


GOTO  420 

90  BD«  =  STR*  (BD  (  J  )  >  :  :  M  =  V  AL  ■:  SEGS '.  BD 
■t  ,  1  .  LEN  (BD*.!  -2)1::   D  =  VAL  OEG*  (  B 


line  up  columns  of  numbers  and  the  TAB  function  <D)i:    T*  <c  >  =T*  <  D)  :  ;    bd(D)=aa    : 
to  start  the  columns  right.  See  my  January  1984  T*(Dy=TT«    -.:    c=c-b    ::     if    oa 

column  in  COMPUTE!  for  some  sueeestions  on  ,^^..  [!^"    '^"'t^         r^^^^n    ^.  , 

.  ...  "-"-'  oi5y  NEXT     J      ;  :      GOTO     y  i  0 

formattmg  and  screen  scrollmg.  3^0  gqsub    510 

To  use  a  printer  you  need  the  RS-232  interface     370  for   J=i    to    i 

plus  the  printer.  A  number  of  different  name  330  if    bDsJ)^0    then    b*=" "    ::    D=i?i 

brands  of  printers  can  be  used  with  the  T1-99/4A. 

The  printer  manuals  should  tell  you  what  features 

the  printer  has  and  how  to  control  different  fea-  d*^len7bd*>^- 1  ,  2>  )  " 

tures,  such  as  the  number  of  characters  per  inch         ^g,^j  B*=h*<M;i:     if\?»=L5    then   420 

and  form  feeds.  Using  the  printer  and  RS-232  ^^0  l  =  l  +  :    ::    print    tti    ::    l*=b* 

manuals,  you  can  determine  the  appropriate  print-     ^2V  p=pds  <  t*  <  j  )  ,  "/  "  ,  3> 

er  configuration  necessary  for  the  OPEN  state-  ■^-^^•-'  h*  =  segs  (  t$ -;  j  3  ,i,p-i 

ment.  Without  a  printer,  you  can  print  on  the 

screen — just  keep  within  the  28  print  columns 

and  print  a  screen  at  a  time  or  use  a  scrolling  delay     4.^,0  print    #1.  using    200:  b«  ,  d,  ris  ,  p* 

method  so  you  can  read  the  information  as  it  is  * 

printed.  ^^^-' 

To  use  a  disk  drive  you  also  need  the  disk 
controller  or  disk  controller  card  for  the  Peripheral 

Expansion  box.  The  disk  controller  or  card  comes      50^  s-q 

with  a  command  module  and  a  manual  that  de-         5  1  k>  print    #1  :  tab  (  34  >;  "sample    class" 

scribes  disk  procedures.  To  use  a  cassette,  simply      52k)  PRiNT    #i:     ;  tab  ■:  34  );  "birthday    li 

change  the  "DSKl .— "  statements  to  "CSl"  and  ^  t  •■ 

L  1.U     -17  A  OT  ACT  t:  i^  CTYCT-i    TU^^^^^^n^^  "'-■'•-'  PRINT     *  1  :      :  TAB  •:33>  ;  "APRIL     15,      1 

change  the  VARIABLE  to  FIXED.  I  he  cassette  994" 

system  works  fine— it  just  takes  longer  than  the         ^^.^^  print    #1:     ;     :  tab  (5)  ;  "Bi  rthday '• ; 

disk  system.  l  AB  (  15)  ;  "NAME"  ;  tab  (41  >  ;  "PHDNE"  ; 

TAB  (54 )  ;  "ADDRESS" 

550  PRINT  ttlzTAB^S);" "  :  TAB  i 

15)  ;  " "!TAB(41)  ;  " ";TAB( 

54).!' "j      .      . 

560  RETURN 

570  END 


4  40  P*=  "5Bfe-"S<3EGS  ■;  T*  i  J  )  ,  P+i  ,  4  ) 
450  A$  =  £;E6*  (  TS  <  J  1  ,  P  +  5,  LEN  CT«  ■  J  )  )  -P  + 
4  ^ 


L=L+1   ::   IF  L=4S  THEN  PSINT  #1: 

HR$<i2)::   L=0  ::   G09UB  510 
15^     NE>T  J 
490  PRINT  #1:CHRS(12) 


Program  1:  Birthday  ust 


80  REM  TI  EXTENDED  BASIC 

«?0  REM  DISK,  PRINTER 

100  REM  BIRTHDAY  LIST 

110  CALL  CLEAR 

120  DISPLAY  AT ( 12, 5) : "BIRTHDAY  LIST 


Program  2:  Report  writer 


130  OPTION  BASE  1  B0  REM  TI  EXTENDED  BASIC 

140  DIM  T«  (  140)  ,  BD  (  140)  ,  M$  >:  12>  90  REM  DISK,  PRINTER 

150  FOR  1  =  1  TO  12  ::  READ  M«  (  I  J  :  :   N  100  REM  REPORT  WRITER 

EXT  I  110  OPTION  BASE  1 

160  DATA  JAN,  FEB,  MAR,  APR,  MAY,  JUN,  JU  120  DIM  D4  <  1  0  )  ,  T  <  1  0  .)  ,  TT  <  1  0 )  ,  NN*  <  1  40 

L,  AUG, SEP, OCT, NOV, DEC  ),P(140) 

170  L  =  0  ::   1  =  1   ::   L*=" "  130  FOR  1  =  1  TO  10  ::  READ  D* <  I)  :  :   N 

180  OPEN  #1; "RS232,BA=600"  EXT  I 

190  OPEN  #3:  " DSK  1  . SAMPLE"  ,  INTERNAL ,  140  DATA  JAN  1,JAN  S.JAN  15,  JAN  22, 

INPUT  , VARIABLE  192  JAN  29, FEB  5, FEB  12, FEB  19, FEB 

200  IMAGE  "C5  SPACES;«##  ##  26, MAR  4 

{3  SPACES>###tt###it#4*####4»4t#4*«tttt  150  DISPLAY  AT(4,6)ERASE  ALL:"REPOR 

#4»   ########{3  spaces:  *»*4t^»##«tt*»        T  WRITER" 

4)4«^####M#4;#:t»##M#>'  160  DISPLAY  AT  (  7  ,  3  )  :  "  CHOOSE  :  "  ::  DI 
210  INPUT  #3: G ,  N* ,  F5,  A$, P*, BD  (  I  >  , R*        SPLAY  AT(3,5):"1  GROUP  1"   ::   DI 

, C«  SPLAY  AT<9,5):"2  GROUP  2" 

220  IF  C*="MOVED"  THEN  210  170  DISPLAY  AT(10,5):"3  GROUP  3"  :: 
230  IF  N*="ZZZ"  THEN  270  DISPLAY  AT(12,5):"4  COMPLETE  C 

240  IF  P4=""  THEN  P*="<4  SPACESi"  LASS" 

250  T*<I)=F*&"  "S<N*£<"  /  "!<P1.!(AS  1B0  CALL  KE  V  (  0  ,  KE  Y  ,  ST  i 

260  1=1+1   ::  GOTO  210  190  IF  KEY<49  OR  KEY>52  THEN  130 

270  1=1-1  ::  CLOSE  #3  200  61=KEY-48  ::  CALL  HCHAR ( 7 , 3 , 32 , 
280  DISPLAY  AT (23, 1) : "SORTING"  192) 

290  B=l  -IfJ'  OPEN  #  1  :  "RS232  .  BA  =  600"  ,  VARIABLE 
300  B=2*3  ::   IF  B<=I  THEN  300  132 

310  B=INT(B/2)::   IF  B=0  THEN  360  220  REM  SET  FOR  COMPRESSED  PRINT 

320  FDR  J=l  TO  I-B  ::  C  =  J  230  ESC*  =  CHR*  ( 27  )  :  :  PRINT  «1:ESC*?<" 
330  D  =  C  +  B  ::   IF  BD  (  C )  <  =BD  (  D  )  THEN  35        P  "  Si  "  D  ■' S,ESC*  S.  "  \  " 

0  240  OPEN  *3: "DSKl . SAMPLE" , INTERNAL, 
340  AA  =  BD(C;>::   TTS  =  T*(C)::   BD(C)=BD        INPUT  , VARIABLE  192 

160    COMPUTE!    May19S4 


250  1=0  ::  LS="A"  770  AA=P(C)::   AA«=NN*(C)::  P(C)=P(D 

260  GOSUB  880  ::  GQSUB  730  ):-  NN* ( C> =NN* < D ) : ;  P(D)=AA  •- 

270  INPUT  *3:S.N*,F*, A*, P*, BD,R4,C«         NN*(D)=AA*  ::   C=C-B  ::   IF  C>0     T 

280  IF  N*="ZZ:!:"  THEN  490  HEN  760 

290  IF  Gl=4  THEN  3  10  780  NEXT  J  -.  :  GOTO  74CI 

300  IF  SlOG  THEN  270  793  gOSUB  970 

310  IF  SEGt (C* ,  1  ,  5)  ="  AUDI T "  THEN  27  800  FDR  J=l  70  1  STEP  -1 

0 
320  C*=SEG« (NS, 1 , i ) : :   IF  L*<>C£  THE 

N  L*=C«   :;   PRINT  #1   ::   L=L+1 


810  IF  P<J)=0  AND  FL=0  THEN  GOSUB  1 

000 
820  PRINT  #l:TABif46); 


330  PRINi   «1  :  TAB  (  10)  -  N*;  ",   ";F*;TAB   830  PRINT  #1, USING  ■•#»#<:8  SPACES3«# 


\44  ) 
340  TA  =  0  :  :  .  TP^ 


N*':J) 


350  IF  R«=""  THEN  R4= " 0000000000"  340  L=L^1   ::   IF  L=4a  THEN  GOSUB  370 
360  FOR  J=:  TO  LENtR-ti  ..  gos^JB  970 

370  At  =  3EG-S<RS,  J,  1  >  :  :   IF  AS  =  "1'-  THE  950  NEXT  J 

N  TA=TA+l  g^ig  STOP 

870  PRINT  «l:CHR*il2) 

380  IF  A*="l'^  OR  AS="0"  THEN  TP  =  TP+  a80  PRINT  #  1  :  TAB  <  58 );"  SAMPLE  CLASS" 

1  -.-.      T?J)=T(J)+.'AL(A*)::  tt.:J)=  g^g,  jp  q^^^  j^^^.     ^  j  g, ' 

^'^'■J^+'  900  PRINT  #1;   :  TAB  (60)  ;  "GROUP"  ;  Gl 

390  PRINT  #1:AS;'C4  SPACESJ'':  ^^^  PRINT  #1:   :  T  AB  <  53 )  ;  "  BOOK  REPORT 

400  NEXT  J  S  PRESENTED" 

410  FDR  JJ  =  J  TO  10  ::  PRINT  #1:"  g^^,  pf^i^y  «1:   :  TAB  1 57 )  ;  "  F IRST  TERM 

•C5  spaces:-":.::   NEXr  J  J  l,jQ4„   _   RETURN 

420  1  =  1  +  1  ::  NN^<I)=F*S<"  "S,NS  <^3jg  ppj^^  ^     ^  .:  T  AE  <  4  3 )  ;  "  J  AN   JAN 
4  30  IF  TP  =  0  THEN*  P';i)=0  ::   GOTO  45«  ' 


4  4  0  p  (  I  )  =  I  N  r  <  T  A  »  1  SI  0  /  T  F  1 


JAN    JAN   JAN    FEB   FEB   FEB 
450  PRINT  «1, USING  "  M  6  SPACE3>  «#  /  #*)  ,^^,  PR^NT^S  1  :  T  AB  (  1  fi! )  ;  '■  NAME  "  ,  TAB  (43  1 


C5  SPACES>i»tt»«"  :  TA,  TP,  P  (  I  ) 
460  L=L+1   ::   IF  L=4B  THEN  GOSUB  870 

: :  GDSU&  930 

470  IF  A5="-"   THEN  1=1-1 

4  80  GOTO  2  70 

4  90  GO  SUE  9  5fj 

500  P^INT  ni 


:    1  t4  SPACES>8<;3  SPACESJIS 
iZ     SPACESJ22C3  SPACES: 29 
iA     SPACES3-5<3  SPACES>12 

{3  spaces:  19  {3  spaces:- 26 

<.a    spaces  :- 4"  ;  tab  (  1  10)  :  "total"  ;  t 

AB  <  121  >  ;  ""/. " 
950  PRINT  #i : TAB < 10) J " ";TAB(43> 


";TAEtl20;;" ":   : 

960  L=0  : ;   RETURN 

970  PRINT  #1:   :   : TAB < 44 ):" PERCENT " ; 

TAB  1  57)  ;  "NAME" 
980  PRINT  «i:TAE<44);" "  ;  TAB  ( 


5  10     PRINT     tt 1  ;  TAB '  1 0)  ;■  REPORTS:      ";TA  __  __        " -  TAR M  1  sn      " 

B  .42)  ;  '  ,  !hti  .  1  la  ,  ; 

520  FOP  J=l  TO  10 

530  PRINT  #1, USING  "##«   "  : T  (  J )  ; 

540  TAT  =  TAT-*-'r  (J  )  :  :  NEXT  J 

550  PRINT  *l:   : TAB < 10) : "ENROLLED: 

;  TAB  <42 )  ; 

560  F-OR  J=l  TO  10  99j;i  5__0  ..   f;,-ETURN 

570  PRINT  #1, USING  "###    ":TT<J>;  i^^ci     FOR  K=l  TO  J 

530  1  L  =  TE  +  T  1  C  J>  :  :   NE>T  J  10  1.0  S=--i^-OS  -  NNS  ( K  >  .  "   "   '-  > 

590  PRINT  #1:   :   :  TAB  <  1  0  ):"  PERCENT  R  i(;,20  S  1 -POS  <  NN*  <  K )  ,  '  ",5-^1)::   IF  SI 

EPOPTS:  ";TAB.-42)  ;  =£,  THEN  ifii3-1l  ELSES=51 

600  FOR  J-1  TO  10  1030  NN*  (K>  =SEG* ':NN*  (K)  H  E+1  ,  LEN  (NN* 
610  PRINT  :>»1, USING  "###    ":T<J>*100  ,f,yf_^,f.n         '■  n.SEG*  '  NN*  f '-"  )   '  <=■-! 

/TTi  J)  5  ^   .    ^  ...  ,    -.      ,     .,,.,.  ,^. 

620  NEXT  J  i^,qf3  ,^^yj     ^.. 

630  PRINT  tt  i  :  TAB  '.  120)  :  INT  iTAT*100/T  1050  B^i 

^J  1660  B  =  2tB  :  :   IF  B<=J  THEN  1060 

640  GOSUB  8  70  107i;i  S^^  I  N T  i  B /2  )  :  :   IF  B  =  0  THEM  1120 

650  PRINT  #1:   :  T  AS  <  1  0  )  ;  "  D  ATE  "  ;  T  AB  t  3  ^^Qfj     poR  K=i  TO  J-B  ::  C  =  K 

0);  "REPORTS"  1090  D  =  C-f-B  ::   IF  NN'S  ■  C  )  >  =  NN*  <  D  >  THEN 

660  PRINT  #1: TAB (10);" ";TAB(30)  1110 

?"     2     "'   '  110)-:'  A*  =  NN*(C)::   NNS  ( C  )  =NN*  ( D )  :  :  NN 
670  FOR  J=l  TO  10  f(D)=A*  ::  C=C-B  :;   IF  C>0  THE 

680  A$  =  RPT*  ("*■',  T  (J)  )  f^.  J  09^, 

690  PRINT  ttl:   :  TAB  (  1  0  )  ;  D*  (  J  )  ;  T  AB  (  30  1110  NE.KT  K  ::  GOTO  1070 

);T(J);"    ";A*  1120  FOR  K=l  TO  J  ::   S=PDB i NN* ( K ) , " 


700  NEXT  J 


..">!> 


710  GOSUB  870  1130  NN* ( K ) =SE6* < NN* ( K ) , S+2 , LEN ( NN* 

'^^^^  ^=^  (^■)  ) -3-t-l  )  !.  "  "?(SEG$'(NN*  (K>  ,  1  ,  S- 

730  B=2*B  ::   IF  B<=I  THEN  730  5) 

740  B=INT(B/2)::   IF  B=0  THEN  790  1140  NEXT  K 

750  FOR  J=l  TO  I-B  ::  C=J 


150  FL=1  : :  RETURN 


760  D=C+B  ::   IF  P ( C )< =P ( D ) THEN  780     1160  ENd' 

May  1984    COMPim!     161 


MACHINE  LANGUAGE 

Jim  Butterfield,  Associate  Editor 


A  Program  Critique 

Part  2 


This  month  we  continue  with  comments  on  Bud 
Rasmussen's  program  to  copy  files  on  the  Com- 
modore 64  with  a  single  disk  unit.  At  this  point 
the  program  has  obtained  a  filename.  The  filename 
is  kept  in  two  forms;  the  short  form 
("FILENAME")  and  the  longer  form  for  writing 
("FILENAME, P,W").  We  will  use  the  short  form 
when  we  open  the  file  for  reading. 

In  this  session,  we'll  track  the  mnemonics 
that  open  the  error  channel,  initialize  the  disk, 
and  input  the  file  into  RAM  memory. 


DISK  I/O  ROUTINE 


C18A    A9   00 
C18C    8D   60     03 
C18F    8D   61     03 


DIOR  LDA  #0 
STA  ISF 
ST  A    I  EC 


CLEAR 

INPUT STAT  FLAG 

INPUTERRCODE 


This  is  probably  overkill.  The  flags  should  be 
zeroed  close  to  where  they  are  used,  if  necessary. 


C192  A2  22 

CI  94  AO  CI 

C196  A9  AD 

C198  20  75     CI 


LDX    #IPBML  ;  PRINT 

LDY   #>IPBM  ;'INPUT 

LDA  #<IPBM  ;PHASEBEGUN' 

JSR     PR  ;MSG 


A  Friendly  Message 

In  keeping  with  the  friendly  style,  a  message  is 
printed  telling  the  user  what's  going  on.  We'll 
find  the  message  in-line  very  shortly. 


C19B    A9   OF 
C19D  "A2    08 
C19F     AO    OF 
ClAl    20     BA  FF 
C1A4    20     CO    FF 


LDA   #15  ;SET 

LDX    #8  ;COMMAND 

LDY   #15  -CHANNEL 

JSR     SETLFS 

JSR     OPEN  ;OPENCOMMDCH 


The  command  channel  is  opened.  This  is 
quite  important:  We'll  get  all  our  error  messages 
from  this  channel.  It  should  always  be  opened 
before  other  disk  activities  are  started. 


C1A7    20     3F    C4 

JSR     ID 

;INITDISK 

ClAA  4C    CF    CI 

JMP    SNI 

;  GOTO  SET  NAME 
INPUT 

We  send  the  initialize  command  to  the  disk 
over  the  command  channel.  This  is  not  vital,  but 
a  good  precaution.  It's  a  subroutine  within  the 
program;  we'll  meet  it  much  later. 

We  need  to  jump  over  the  message  to  con- 
tinue with  the  program.  Here's  the  message: 


INPUT  PHASE  BEGUN  MESSAGE 


ClAD  OD   OD   12     JPBM 
CIBO    2A    2A    2A 
CICD  OD   OD 

IPBML 


.BYTES0D,SOD,S12 

.ASC"*»*  INPUT  PHASE  BEGUN  »**" 

.BYTESOD,SOD 

=     *-IPBM 


Now  we're  ready  to  open  the  input  file  in 
preparation  for  reading  it.  We  use  the  short  name, 
since  the  last  four  characters  (,S,W)  aren't  needed 
or  wanted  for  an  input  file. 


OPEN  INPUT 


CICF    AD  AA  02     SN!        LDA   IFNL 


C1D2  A2  40 
C1D4  AO  03 
C1D6   20     BD  FF 


;  LOAD  INPUT 
FNAMELEN 

LDX  #<FNA  ;  LOAD  FILENAME  LO 
LDY  #>FNA  ;  LOAD  FILENAME  HI 
JSR     SETNAM 


We're  doing  things  backwards  from  the  equiv- 
alent BASIC  coding.  If  we  code  OPEN 
2,8,2,"HOTDOG"  in  BASIC,  we've  now  placed 
the  "HOTDOG"  part  of  the  command.  Now  let's 
put  in  the  2,8,2  sequence: 


SET  LOGICAL  FILE  (INPUT) 
C1D9    A9   02  SLFI       LDA  #2 

CIDB  A2   08  LDX   #8 


;  LOAD  LOGICAL 

FILE* 
;  LOAD  DEVICE 


162     COMPUTE!     May  1984 


CIDD  AO   02 
CIDF  20     BA  FF 


LDY    #2 
JSR     SETLFS 


ADDRESS 

;  LOAD  SEC. 

ADDRESS 


And  finally,  the  OPEN  itself: 

';  OPEN  FILE  (INPUT) 
C1E2    20     CO    FF    OFI        JSR     OPEN 

Error  Check 

Now  we'll  check  to  see  if  the  OPEN  took  place 
without  error: 


C1E5  AS  90 
C1E7  FO  OB 
C1E9    8D   60    03 

CI  EC    A9   01 
CIEE    8D   61     03 
ClFl     4C    4F     C2 


LDA  IDS 
BEQ  OCI 

STA    ISF 

LDA  #1 
STA    lEC 
JMF    IE 


TEST 
STATUS 
STORE STATUS 
FLAG 

SET/STORE 
ERROR  CODE 
INPUT  ERROR 


Location  $90 — called  lOS  here — is  the  familiar 
BASIC  ST  flag.  If  it's  zero,  we  are  OK  and  can 
proceed  to  read  the  file.  If  not,  we  must  advise, 
abort,  or  take  other  appropriate  action. 

But  this  flag  is  not  enough.  ST,  or  hex  90, 
tells  us  only  if  the  transfer  of  information  (in  this 
case,  filename)  has  been  passed  to  the  disk  cor- 
rectly. After  the  information  gets  to  the  disk,  there 
may  be  other  problems. 

If  the  file  does  not  exist,  or  for  any  other 
reason  cannot  be  opened,  the  disk  will  know 
there's  an  error;  but  the  computer  will  not.  The 
computer  must  ask  the  disk  to  deliver  information 
on  possible  errors  over  its  command  channel.  The 
command  channel  is  open  and  ready  to  receive 
this  data  (we  opened  15,  remember),  but  we  must 
ask  for  it. 

To  do  the  job  right,  we  must  think  about 
coding  along  the  following  lines: 


LDX  #15 

JSR  SFFC6 

JSR  $FFE4 
PHA 

JSR  $FFCC 
PLA 

CMP  #$30 


;  command  channel 

;  input 

;  gel  a  character 

; stash  it 

;  close  channel 

;  unstash  character 

;isitO? 


BNE     ERROR       ;  nope,  we  have  problem 

A  Better  Way 

The  above  is  minimum  coding.  It  would  be  better 
to  create  a  more  elaborate  subroutine  which  brings 
in  the  whole  message  from  the  error  channel  and 
stores  it  in  memory.  (The  message  would  end 
with  $0D,  the  Return  character.)  Then  we  could 
check  the  first  character  for  $30  (ASCII  zero,  start 
of  the  OK  message);  if  not,  we'd  be  able  to  print 
the  whole  error  message. 

Here  comes  the  coding  for  a  good  OPEN: 


C1F4 

A2 

02 

;  oi 

OCI 

'ENCH 
LDX 

ANNEL  < 
#2 

NPUT) 
;OPEN 

C1F6 

20 

C6 

FF 

JSR 

CHKIN 

;  CHANNEL #2 

C1F9 

AS 

90 

' 

LDA 

lOS 

;TEST 

CIFB 

FO 

OB 

BEQ 

LBSA 

;  STATUS 

CIFD 

8D 

60 

03 

STA 

ISF 

;  STORE  STATUS 
FLAG 

C200 

A9 

02 

LDA 

#2 

;  SET/STORE 

C202 

8D 

61 

03 

STA 

lEC 

;  ERROR  CODE 

C205 

4C 

4F 

C2 

JMF 

IE 

;  INPUT ERROR 

I  wish  the  comments  said  "connect  channel" 
rather  than  "open  channel."  The  OPEN  (as  we 
know  it  in  BASIC)  has  been  performed  success- 
fully. Now,  we're  establishing  a  connection  to  the 
input  file  preparatory  to  reading. 


LOAD  BUFFER  START  ADDRESS 


C208  A9    00 

C20A  85     FB 

C20C  AD  3D   C4 

C20F  85     FC 

C211  AO    00 


LBSA 


LDA  #0 
STA    BAL 
LDA  SP 
STA    BAH 

LDY    #0 


;  LOAD  BFR 
;ADDRLO 
;  LOAD  BFR 

;ADDRH1 

;  BUFFER  INDEX  =  0 


Just  before  reading,  we  set  up  the  memory 
address  into  which  we  will  start  to  read.  The  low 
part  of  the  address  is  zero;  the  high  part  is  stored 
as  a  constant  in  the  program  (SP  undoubtedly 
stands  for  Start  Page).  Immediate  addressing 
could  be  used  to  set  the  start  page  if  preferred, 

;  INPUT  LOOP 


C213     20  CF   FF    IL 

C216     91  FB 

C218     E6  FB 

C21A    DO  OC 

C21C    E6  FC 

C21E    AS  FC 
C220     CD  3E    C4 

C223     90  03 

C225     4C  3B    C2 


JSR  CHRIN 

STA  (BAL),Y 

INC  BAL 

BNE  TIS 

INC  BAH 

LDA  BAH 

CMP  EP 

BCC  TIS 

JMP  DSP 


; GET CHARACTER 
;  STORE  CHARACTER 
;INCRLOBYTE 
;IFNOT0,  TEST  STAT 
;  INCR  HI  BYTE 
;  LOAD  HI  BYTE  AND, 
; CHECK FOR END 
ADDR 
;  IF  LO,  TEST  STAT 


CHRIN  Or  CHRGET 

Rasmussen  uses  the  CHRIN  routine  ($FFCF)  to 
get  from  the  file.  I  prefer  CHRGET  ($FFE4),  but 
the  difference  is  minor  with  files.  Either  call  gets 
from  the  file  rather  than  keyboard/screen  because 
we  have  switched  the  input  channel  with  our  call 
to  CHKIN  ($FFC6). 

Some  programmers  would  prefer  to  step  the 
Y  register  through  its  range  rather  than  change 
the  indirect  address  each  time.  In  principle,  the  Y 
register  technique  is  faster;  but  in  this  case,  it's 
doubtful  that  the  speed  difference  could  be  ob- 
served. Timing  of  this  whole  section  is  governed 
almost  totally  by  disk  speed. 

The  program  checks  carefully  to  make  sure 
that  the  data  does  not  overrun  the  memory  space 
available. 


tA)y198'1     COMPUTE!    163 


•  TEST  INPUT  STATUS 

C228 

A5 

90 

TIS        LDA  lOS 

;  LOAD STATUS 

C22A 

FO 

E7 

BEQ   IL 

;  IF  0,  CARRY  ON 

C22C 

C9 

40 

CMP  #EOFI 

;TESTFOR 

C22E 

FO 

23 

BEQ   EOF 

;EOF 

C230 

8D 

60 

03 

STA   ISF 

;  STORE STATUS 
FLAG 

C233 

A9 

03 

LDA   #3 

;  SET/STORE 

C235 

SD 

61 

03 

STA    lEC 

.ERROR CODE 

C238 

4C 

4F 

C2 

JMP    IE 

;  INPUT  ERROR 

Again  we  test  the  ST  status  byte  (lOS);  in  this 
case,  we're  primarily  interested  in  an  end-of-file 
signal  which  would  be  flagged  by  a  value  of  hex 
40  (decimal  64)  in  ST. 

Once  again,  the  error  routines  are  quite  elabo- 
rate. It's  my  opinion  that  there  is  little  need  to 
check  the  disk  error  channel  during  the  read 
phase;  error  notices  will  wait  until  we  ask  for  them 
at  end  of  file. 

Opening  The  File 

If  we  run  out  of  memory,  we  come  to  DSP: 


DECREMENT  START  PG  BY  HEX  10 

AND  TRY  AGAIN, 

TO  GIVE  YOU  16  MORE  BLK5. 


C23B  38 

C23C  AD  3D   C4 

C23F  E9    10 

C241  8D   3D   C4 

C244  20    CC  FF 

C247  A9    02 

C249  20    C3    FF 

C24C  4C    CF    Cl 


DSP       SEC 


LDA  SP  ;  LOAD START  PG 

SBC    #H10  ;SUBTHEX10 

STA    SP  ;  STORE  IT  BACK 

JSR     CLRCHN  ;  CLEAR  CHANNEL 

LD.A   #2  ;SETCH2 

JSR     CLOSE  ;  FOR  CLOSE 

JMP    SNI  ;  START ALL OVER 


I'm  not  sure  what  is  going  on  here.  The  coding 
intention  is  this:  If  it  doesn't  fit,  allocate  an  extra 
4Kand  try  again. 

An  Endless  Loop 

This  is  puzzling.  If  the  4K  was  available,  why  not 
make  it  available  in  the  first  read  and  save  the 
trouble? 

There's  also  a  pitfall  here.  Suppose  we  allocate 
the  extra  4K,  and  the  program  still  doesn't  fit  into 
memory.  We'll  end  up  in  an  endless  loop,  since 
we  will  come  back  to  DSP,  do  it  again,  and -so  on, 
and  so  on. 

I'd  prefer  to  allocate  as  much  memory  as  pos- 
sible right  away,  and  quit  if  the  program  doesn't 
fit. 


INPUT ERROR 


C24F    20     E7    FF    IE 

C252     00 


JSR     CLALL 
BRK 


;  CLOSE  ALL  FILES 


This  is  a  programmer's  error  termination. 
The  program  will  stop  and  break  to  the  monitor, 
if  there  is  a  monitor  in  place.  The  programmer 


can  then  examine  memory  locations  to  see  what 
the  trouble  is. 

If  there  is  not  a  monitor  in  the  machine,  the 
program  will  terminate  with  a  READY  statement 
and  no  other  explanation. 

Extra  Work 

For  general  use,  the  program  would  benefit  from 
additional  work  in  this  area  so  that  the  user  would 
see  a  meaningful  message.  This  is  almost  out  of 
character:  The  messages  are  so  well  presented  in 
other  parts  of  the  program  that  their  absence  here 
is  very  noticeable  indeed. 


END  OF  FILE 


C253 


EOF 


C253 

A5 

FB 

LDA 

BAL 

SAVE 

C255 

85 

FD 

STA 

EAL 

LAST 

C257 

AS 

FC 

LDA 

BAH 

ADDRESS 

C259 

85 

FE 

STA 

EAH 

OF  FILE 

C25B 

20 

CC 

FF 

JSR 

CLRCHN 

CLEARCH 

Wrapping  It  Up 

The  end  address  (plus  one,  of  course)  is  stored 
away,  and  the  file  disconnected.  I  would  check 
the  disk  error  channel  at  this  point.  Any  errors 
that  may  have  accumulated  during  the  input  phase 
will  be  waiting. 

Now  we  may  close  the  file  and  print  an  ad- 
visory message: 


C25E  A9  02 

C260  20  C3    FF 

C263  A2  88 

C265  AO  C2 

C267  A9  6F 

C269  20  75     Cl 

C26C  4C  F7     C2 


LDA   #2  ;SETCH2 

JSR     CLOSE  ;  FOR  CLOSE 

LDX    #IPFML  ;  PRINT 

LDY    #>1PFM  ; 'INPUT 

LDA  #<IPFM  ;  PHASE  FINISHED' 

JSR     PR  ;MSG 


JMP    SOP 


;  GOTO  START  OUT 
PHASE 


;  INPUT  PHASE  FINISHED  MESSAGE 

C26F 

12 

IPFM 

.  BYTES12 

C270 

20 

20 

49 

.ASC"  INPUT  PHASE  FINISHED. 

C28F 

OD 

OD 

12 

.BYTE$OD,$0D,$12 

C292 

20 

20 

52 

.ASC"  REMOVE  INPUT  DISKETTE 

C2B1 

OD 

OD 

12 

.BYTES0D,S0D,S12 

C2B4 

20 

20 

49 

.ASC"  INSERT  OUTPUT  DISKETTE. 

C2D3 

OD 

OD 

12 

.BYTES0D,S0D,S12 

C2D6 

20 

20 

50 

.ASC"  PRESS  RETURN  KEY  WHEN 
READY.  " 

C2F5 

OD 

OD 

.BYTES0D,S0D 

r7F7 

IPFML 

=     *-IPFM 

C2F7 


START  OUTPUT  PHASE 


SOP       = 


The  input  phase  is  complete.  Next  time,  we'll 
take  a  look  at  output. 


164     COMPUH!     Moy1984 


Atari  Softkey 


Thomas  A  Marshall 


This  utility  allows  you  to  GOTO  any  line  in  a  program 
while  it's  running,  simply  by  pressiiig  a  console  key. 
See  the  "Automatic  Proofreader"  article  on  page  180 
before  typing  in  programs. 


To  access  the  OPTION,  SELECT,  and  START 
keys  on  the  Atari  keyboard  console,  you  can  use 
the  following  BASIC  program: 


nt  0 

Bt  1 

EH  2 

il  3 

F6  10 

Sf  1  1 
W  20 

HO  30 

le  40 

Aft  5 13 


GOTO     10 

■^     "OPTTON"  ;  GOTO     20 
?     "SELECT" : GOTO     20 
?     "START      ":GOTO     20 
■?     "This     15     a     cfemonBtration 


o+  th 


?  "use  Df  Atari'? 
IF  PEEK (S3279) =3 
IF  PEEK (53279) =5 
IF  PEEK (53279) =h 
GOTO  20 


console  keys. 
THEN  GOTO  1 
THEN  6DTD  2 
THEN  GOTO  3 


However,  this  requires  that  the  computer  be  tied 
up  in  a  loop,  lines  20  to  50. 

A  much  better  way  to  accomplish  the  same 
thing  is  for  a  machine  language  program  to  check 
the  console  keys  during  the  vertical  blank  period. 
(This  is  the  time  that  the  television's  electron  beam 
ends  at  the  lower  right  corner  of  the  screen  until 
it  begins  again  at  the  top  left  corner  of  the  screen.) 
If  a  console  key  is  pressed,  the  machine  language 
program  will  execute  a  "GOTO  line  number" 
where  the  line  number  corresponds  to  the  fol- 
lowing keys  pressed: 

GOTO  1  for  OPTION 
GOTO  2  for  SELECT 
GOTO  3  for  START 
GOTO  4  for  SHIFT  &  OPTION 
GOTO  5  for  SHIFT  &  SELECT 
GOTO  6  for  SHIFT  &  START 

Note  that  we  have  doubled  the  effective 
number  of  console  keys  by  adding  the  SHIFT  key. 
Using  this  technique,  the  BASIC  programmer  can 
go  directly  to  any  portion  of  his  program  without 


stopping  the  program  and  typing  GOTO  line  number. 

An  Automatic  RUN 

If  you  are  really  lazy,  you  can  have  the  BASIC 
line,  3  RUN,  so  that  your  BASIC  program  will 
RUN  when  the  START  key  is  pressed,  regardless 
of  whether  the  BASIC  program  was  running  be- 
forehand or  not. 

Program  1  creates  an  AUTORUN.SYS  file. 
Note  that  this  file  resets  the  memory  location, 
MEMLO,  that  points  to  the  beginning  of  a  BASIC 
program.  Thus,  the  vertical  blank  machine  lan- 
guage routine  resides  safely  below  the  BASIC 
program.  The  drawback  to  this  technique  is  that 
the  machine  language  program  will  be  erased 
when  you  go  to  DOS. 

Also  Autoruns 

An  additional  feature  included  in  the  disk  version 
of  "Atari  Softkey"  is  the  ability  to  autorun  any 
BASIC  program  saved  on  the  disk.  Program  2  is  a 
demonstration  program  which  will  be  RUN  auto- 
matically by  the  AUTORUN.SYS  file.  So,  Program 
2  should  be  saved  on  the  disk  with  the  filename  as 
in  the  AUTORUN.SYS  file.  Program  2  currently 
has  the  filename  GOTO.BAS,  defined  in  line  40  of 
Program  1  by  F$  =  "RUN  D:GOTO.BAS". 

The  Tape  Version 

For  Atari  owners  who  do  not  have  a  disk  drive. 
Program  3  POKEs  Softkey  into  page  6.  You  need 
to  initialize  the  machine  language  (ML)  routine 
with  the  USR  statement  in  line  120.  Program  3  is 
essentially  the  same  as  Program  1,  but  with  the 
autorun  feature  removed.  Again,  whenever  the 
console  keys  are  pressed,  lines  1-6  in  Program  2 
will  be  executed  as  described  above. 

However,  remember  that  if  there  is  no  line 
number  in  the  BASIC  program  corresponding  to 
the  console  key  pressed,  an  "ERROR  12",  line  not 
found,  will  occur. 

The  ML  program  is  initialized  by  placing  the 

May  196')     COMPUTE!     165 


low  and  high  address  of  the  start  of  the  ML  pro- 
gram into  memory  addresses  736-737  (RUNAD 
$2E0-$2E1).  Upon  completion  of  DOS.SYS  load, 
the  computer  will  run  the  ML  program  pointed  to 
by  this  address.  After  resetting  several  vectors, 
the  ML  program  sets  the  Vertical  Blank  Interrupt 
(VBI)  vector  using  the  deferred  mode. 

The  Deferred  Mode 

I  have  used  the  deferred  mode  {accumulator  =  7), 
since  there  are  about  20,000  machine  cycles  avail- 
able versus  about  3800  cycles  in  the  immediate 
mode  (accumulator  =  6).  Thus,  the  ML  routine 
checks  whether  the  SHIFT  and  the  console  keys 
are  pressed  during  the  vertical  blank  period.  Once 
the  keys  are  pressed,  the  ML  program  jumps  to 
the  subroutine  that  sounds  the  keyboard  click 
and  resets  the  pointer  to  the  editor  routine  so  that 
the  ML  can  perform  the  GOTO  line  nwnber  input. 
It  then  simulates  a  press  of  the  BREAK  key  so 
that  the  editor  buffer  is  emptied  and  the  new  editor 
pointers  are  executed.  Once  the  BASIC  G.liiie 
number  is  in  the  editor  buffer,  the  editor  pointer  is 
reset.  A  RETURN,  CHR$(155),  is  placed  in  the 
editor  buffer  to  execute  the  GOTO  line  number 
statement. 

Softkey  has  many  applications.  I  have  found 
it  most  useful  in  a  program  that  required  the 
modification  of  DATA  statements.  You  can  RUN 
the  BASIC  program  simply  by  pressing  the  START 
key.  Another  application  is  to  go  directly  to  sub- 
routines without  going  through  a  menu  selection. 

Program  1:  Atari  Softkey 

BL  10  REM  Atari  So-ftkey 

EV  20  GRAPHICS  0:7  "Insert  a  DOS  2  .  0S 

diskette":''  "with  DOS. SYS  in  dri 

ve  1  " 
Fi(3  0  "^  :?  "Press  RETURN  when  vou  have 

done  this" 
fiD  Agf  DIM  FS  <  18)  ;  B  =  0:  F*="RUM  D:GOTO.BA 

S":F4(4,4)=CHR«(3  4) :REM  34=ASCII 

FDR  " 
Eti  50  IF  PEEK  (764)  =12  THEN  POKE  764,25 

5: GOTO  70 
Rt  60  GOTO  50 
NH  70  "^  :?  "Now  writing  the  AUTORUN.SY 

S  file" 
DE  80  TRAP  100:CLOSE  #1 
!C  9  0  OPEN  *tl  ,  B,  0,  "D:  AUTDRUN.  SYS"  :  TRAP 

4 : GOTO  1 10 
fK  100  CLOSE.ttl:"^  :  "^  "Can't  open  AUTOR 

UN.  SYS  -file":  END 
.1H110  FDR  1  =  1  TO  2'?2:TRAP  1B0:READ  A: 

B  =  B  +  A:TRAP  210:PUT  ttl,fl:NE)(T  I: 

TRAP  40000 
BD  120  IF  A<>96  THEN  170 
>E  130  IF  B<  >30720  THEN  190 
OA  140  FDR  1  =  1  TD  IB-LEN  (F?)  :PUT  #1.32 

:NEXT  I 
LA  150  FDR  I=LEN(FS)   TD  1  STEP  -1:PUT 

tt 1  ,  ASC  (F*  (  I  )  )  :  NEXT  I:CLOSE  #1 
FII16  0  ?  :?  "  DATA  ok,   write  succesB-fu 

1 . " ; END 
QE17  0  2  :2  "There  sr  B     too  many  DATA  e 

ntrieB":G0TD  200 


m  180 

FP  190 

HL  200 

BB  210 


HI  220 

i^i!  230 
'C  240 
3A  2  50 
CA  2  60 
BS  2  70 
HO  280 
F;  290 
aP  300 


iF  3  1  0 


FO  320 


HA  330 


CI  340 


6D  350 


PF  360 


nv.   370 


NJ  380 

H:  3  90 

F[  4  00 


enough  DATA  en 
i  n  DATA  st  atem 

the  en t r  i  es 


7  "There  are  not 

triBs":GOTD  200 

?  :'^  "Bad  number 

en  t  s  " 

CLOSE  #1:?  "RECHECK 

'  "  :  END 

->  :  -^  :?  "Err  or- "  ;  PEEK  (  195)  ;  "  wh 

en  attempting  disk  write. ":CLOS 

E  #1 : END 

REM 

The  -foIIowinQ  is  the  decimal 
equivalent  of  the  machine 
langLtage.    It  mLi^t  be  typed 
perfectly  in  order  to 
functi  on , 


REM 

REM 

REM 

REM 

REM 

REM 

DATA 

DATA 


?55,255,0,30,243,30 


165,  1  : 


141 , 57, 30, 16J 


169 
141 


13.14 

30,  13 
231  .  2 


240, 
14  1. 


1  0 
9  0 


, 1 69, 20 
,30,  16  ei 
228 , 96, 


14 1 ,  33 , 3,  1 
16  9,0,141,33, 
96, 251 , 243, 5 


1  .  58.  30 ,  169, 56,  133,  12, 

Z',   13,32,63,30,  169,244, 

,  169, 30,  1 41 ,  232 

DATA  2,  173, 243,30, 

5,  14  1  , 89, 30,  169,6, 

, 105, 162, 30, 169,7, 3: 

32, 64, 21  , 32 

DATA  10,30,96,169,8: 

6  9  ,  3  ei ,  1  4  1  ,  3  4  ,  3  ,  9  6  , 

3,  i  69 ,  228,  14 1  , 34, 3 

1 , 246, 220 

DATA  30,  163, 246, 51,  246, 60,  24 6, 7 

6, 228,  24 3, 51, 46, 71, 0,7,  169, 8,  14 

1,31, 208, 17 3, 31, 208, 205, 104, 30, 

240, 100, 1 4 1 , 104 

DATA  30, 201,7, 240, 93, 14  1, 1 04 , 30 

, 173, 103, 30, 203, B5 , 173, 104 , 30, 2 

01, 3, 2 08,  19,  169, 49,  141,  100, 30,  1 

73. 15.210,4  1,8 

DATA  208, 51  ,  169, 5  2,  14  1  ,  100, 30, 2 

08, 44,  201, 5, 208,  19,  169, 50,  141,  1 

0  0, 30,  173,  15,  210,  41,  8, 2 08,  28,  16 

9,53, 141, 100,30 

DATA  2 08, 21. 201, 6, 208, 32, 169,51 

,  14  1  ,  100, 30,  173,  15,210,41,3,  208 

,5, 169, 54, 141, 100, 30, 169, 3, 141 , 

103, 30, 32, 216 

DATA  252,  32, 6  3, 30,  169, 0.  133,  17, 

76, 98, 228, 172, 103, 30, 240, 9, 185, 

99, 30, 206, 103, 30, 160, 1, 96, 32, 74 

,  30,  169,  155 

DATA  1 60, 1,96. IB 

224, 2, 225, 2,0, 30, 2  06, 6, 255 


DATA 

DATA 
,  206 


HL  410 


172, 24  3, 30, 240, 9, 135, 237, 6 
243, 30, 160, 1, 96, 32, 74, 30, 1 

69, 2  20, 141, 89, 30, 169,30, 141 ,90, 

30, 169, 155, 160 

DATA  1.96 


Program  2:  Atari  softkey  Test  Program 

".i  0  GOTO   10 

fj  1  ?  "  <TAB>  OPT  ION  cup:.  "  :  END 
C  TAB  3  SELECT  {UP!!  "  :  END 
{TAB>3TART  f  l!P3  "  :  END 
iiTABJSHIFT-DPTiaNfUP: 
•C  TAB  >  SHI  FT -SELECT  CUP  ^ 
{TAB: SHIFT-START  CUP) 
'This  15  a  test  of" 


10 


END 
END 
END 


;:^  1  1  ?  "Atari  Softkey!" 

Program  3: 

Atari  Softkey  (ML)  For  Tape  Drive  Users 

=;100  FDR  1=0  TD  204:READ  A:B  =  B  +  A:POK 
E  1536+1 , A: NEXT  I 


166     COMPUre!     Mav«84 


GC 

1  10 

CL 

120 

Eg 

200 

nr  2  1  (j! 


[(?  220 


BH  230 


FF  240 


Jd  250 


HH  260 


NL  270 


GE  280 
CC  290 


IF  B<:' ■i  1979(41  OR  ];:;205  THEN  -^  "  R 
echeck  DATft  statements.":?  "The 
y  do  not  coi^rpctly  tDtal":£ND 
A  =  USR  (  1536-i 

DATA  104,  5  o9.  1  .  1 33,  2,  169 .  6,  133, 
3,  16  5,9,9,2,  13  3,9,  16gi,67.  162.6, 
169. 7, 3 2. 92. 228. 96, 169. 47, 141,3 

DATA   169,6,141.34,3.96,169,0,14 

1 , 33, 3, 1 69, 223, 14) , 34 , 3 , 96 , 25 1 , 

243, 51, 246, 1S2,6, 16 3, 246, 51, 246 

,60, 246, 76 

DATA  228,243,49,46,7  1,0.7,5  69,8 

, 14  1,31 ,208, 1 73, 31 , 208, 205, 6  6,6 

, 240 , 1 00 , 14  1,66,6,201 ,7,240,93, 

14  1,66,6 

DATA  173,65,6, 208, 85, 173,66,6,2 

0  1,3,  208  ,  1  <?  ,  169,49,  141,62,6.  173 

,15,210.41,8,  208, 5  J  ,  169, 52,  1 41  , 

62, 6. 208 

DATA  44,201,5,208,19,169,50.141 

,62, 6, 173, 15, 210, 41, 8, 208. 28, 16 

9, 53, 141, 62, 6, 208, 21, 201, 6, 20 8, 

32. 169, 51 

DATA  141. 62. 6. 17  3, 15,210,41,8,2 

08,  5,  169. 54.  141,62.6,  169,  3.  141, 

65,6, 32,216.252, 32. 25. 6, 169,0. 1 

33,  17 

DATA  76,98,228,172,65,6,240,9,1 

85, 61, 6, 206, 65, 6, 160, 1, 96. 32, 36 

, 6, 169, 155, 1 60, 1 , 96 

?  "  Now  type  in  program  listing 

■^  "  number  2  to  demonstrate" 

'^     ••     Atari      So+tkev."  © 


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64  EXPLORER 


Lorry  Isaacs 


In  this  month's  column  we  will  complete  our  look 
at  line  drawing  in  the  64's  bitmapped  graphics 
mode.  We  will  deal  with  both  hi-res  and  multicolor 
bitmapped  graphics.  Fortunately,  the  same  gen- 
eral principles  apply  to  both.  Last  month  we  saw 
how  a  routine  to  draw  lines  might  look  in  BASIC. 
Actually  executing  the  routine  would  show  that 
BASIC  is  much  too  slow  to  be  of  much  use  for  this 
task.  At  the  end  of  last  month's  article  we  took 
the  first  step  in  putting  together  a  set  of  machine 
language  routines.  This  month  we  will  complete 
the  set. 

First,  here  is  a  summary  of  the  features  of 
these  drawing  routines.  The  range  of  coordinates 
supported  is  0  to  319  for  X,  and  0  to  199  for  Y, 
when  in  hi-res  mode.  For  multicolor  mode,  the 
range  is  0  to  159  for  X,  and  0  to  199  again  for  Y.  it 
is  up  to  the  user  to  insure  that  coordinates  are 
within  these  ranges.  Using  coordinates  which  are 
too  far  out  of  range  could  cause  the  64  to  crash.  In 
both  hi-res  and  multicolor  mode,  the  location  of 
0,0  is  found  at  the  lower  left  corner  of  the  display. 

Saving  Memory  For  BASIC 

The  bitmap  memory  is  placed  at  57344  (SEOGO), 
underneath  the  operating  system  ROM.  This 
avoids  taking  memory  away  from  BASIC.  Since 
this  makes  the  bitmap  data  difficult  to  PEEK  di- 
rectly from  BASIC,  a  routine  is  provided  to  per- 
form this  function.  The  screen  memory  is  placed 
at  51200  ($C800),  just  below  where  the  DOS  Wedge 
loads.  Use  of  these  graphics  routines  should  not 
conflict  with  the  DOS  Wedge,  but  may  conflict 
with  other  BASIC  enhancement  softivare. 

Last  month  we  began  by  writing  four  of  the 
required  routines.  This  month  we  are  going  to 
upgrade  two  of  those  to  accept  arguments,  and 
add  six  more.  As  was  mentioned  last  time,  we 
will  execute  these  routines  via  a  jump  table  at  the 
beginning  of  the  machine  code.  This  will  provide 
us  fixed  locations  to  SYS  to,  even  if  modifications 
or  additions  are  made  later.  The  following  is  a  list 
of  the  routines  found  in  the  jump  table: 

Loc.        Description 

JT -I-  0     Save  screen  parameters 

JT  +  3     Restore  saved  screen  parameters 

JT  +  6     Enable  graphics  screen 

JT  +  9     Clear  graphics  screen 

JT  +  12  Move  graphics  cursor  to  X,Y 

JT  +  15   Plot  pixel  at  X,Y 

JT  +  18  Draw  line  to  X,Y 


JT  +  21  Set  drawing  mode 

JT  +  24  Set  drawing  color  (multicolor) 

JT  +  27  Read  bitmap  byte  (a  function) 

The  jump  vector  location  of  these  routines  is 
shown  as  the  variable  JT  plus  an  offset.  To  obtain 
the  actual  address,  JT  should  be  set  to  the  base  of 
the  jump  table,  which  is  49152  or  $C0OO.  The  fol- 
lowing table  gives  the  syntax  for  using  each  of  the 
routines  in  the  jump  table. 

SYSJV 

SYSJV+3 

SYSJV-l-6,MODE 


REM  SAVE  SCREEN 
REM  RESTORE  SCREEN 
REM  ENABLE  GRAPHICS 
=  MULTICOLOR 
;REM  CLEAR  SCREEN 
CI  =  "ON"  COLOR 


1 


MODE:  0  =  HI-RES, 
SYSJV  +  9,C0,C1 

CO  =  "OFF"  COLOR 

USE  IF  HI-RES  BITMAP  MODE 
SYS  J V  +  9,C0,C1,C2,C3  :REM  CLEAR  SCREEN 

CO  -  BACKGROUND,  CI  =  FOREGROUND  1 

C2  =  FOREGROUND  2,  C3  -  FOREGROUND  3 

USE  IF  MULTICOLOR  MODE 


REM  MOVE 

REM  PLOT 

REM  DRAW 

REM  SET  DRAWING  MODE 


SYSJV-I-12,X,Y 
SYSJV-H5,X,Y 
SYSJV-l-18,X,Y 
SYSJV +  21, DM 

DM:0  =  FLIP,  1  =  DRAW,  2=ERASE 
SYSJV  +  24,C  :REM  SELECT  COLOR 

WORKS  ONLY  FOR  MULTICOLOR  MODE 

The  last  routine  in  the  jump  table  (offset  =27) 
is  handled  differently  because  it  should  be  called 
by  the  USR  function.  To  set  it  up  as  the  USR  func- 
tion, execute  the  statement: 

POKE  785,PEEK(JV  +  28)  :FOKE  786,PEEK(JV  +  29) 

Once  this  is  done,  you  may  read  bytes  from  the 
bitmap  memory  with  the  statement 
BYTE  =  US  R(  OFFSET) 

where  OFFSET  is  the  offset  from  the  base  address 
of  the  byte  you  wish  to  fetch. 

A  Graphics  Corsor 

The  philosophy  behind  this  is  that  these  graphics 
commands  differ  slightly  for  other  graphics  en- 
hancements to  BASIC.  Typically,  enhancements 
will  add  a  line-drawing  command  which  always 
requires  both  end  points.  In  the  routines  above, 
an  internal  graphics  cursor  is  maintained.  Lines 
are  drawn  from  this  graphics  cursor  to  a  specified 
end  point.  Whenever  a  line  is  drawn,  the  new 
end  point  becomes  the  graphics  cursor  location. 
Thus,  successive  executions  of  the  DRAW  routine 
will  create  a  series  of  connected  lines. 

Also,  you  have  a  choice  of  three  drawing 
modes,  flip,  draw,  and  erase.  The  draw  mode 


168     COMPUTE!     May  1984 


causes  points  along  the  lines  to  be  set  to  the  on 
state,  or  to  the  selected  color  if  in  multicolor 
graphics.  Erasing  causes  dots  to  be  set  to  the  off 
state  or  background  color.  The  flip  mode  involves 
switching  the  pixels  to  their  opposite  state  In  the 
case  of  multicolor  mode,  pixels  of  the  selected 
color  are  flipped  to  the  background  color,  and 
vice  versa.  Pixels  not  of  the  selected  color  are 
flipped  to  the  other  nonselected  color. 

To  provide  a  simple  example  of  how  to  put 
these  routines  to  use  in  a  program,  the  following 
program  draws  an  interesting  circular  pattern  in 
hi-res  mode.  Once  the  pattern  is  drawn,  the  pro- 
gram will  wait  for  you  to  press  a  key 

10    JT=49152:SYS    JT:REM   SAVE    SCREEN 

20    SYS    JT+6,0:SYS    JT+9,1,2;REM    INIT    SCREE 

N 
30    SYS    JT+21,0:REM    FLIP    MODE 
40    FOR    1=0    TO    6.24    STEP    .035 
50    X=50*COS(I) ;Y=50*SIN(I) 
60    SYS    JT+12, 160+X,100+Y:REM    MOVE 
70    SYS    JT+18,160-X, 100-Y:REM    DRAW 
80    NEXT 

90    GET    ZS:IF    Z$=""    THEN    90 
100    SYS    JT+3:REM    RESTORE    TEXT    SCREEN 

To  put  the  required  machine  code  into  mem- 
ory, run  the  BASIC  program  shown  below. 

Next  month  we'll  explore  some  of  the  more 
interesting  aspects  of  the  machine  language  source 
code  listing. 

BASIC  Program 

Refer  to  the  "Automatic  Proofreader"  article  before  typing  this 
program  in. 

1  READ  LN,SA,EA:LN=LN+30  : rem  146 

10  FOR  1=0  TO  EA-SA  :  rem  232 

20  READ  BY: POKE  SA+I , BY:SUM=SUM+BY 

:rem  120 
30  IF  INT((I+1)/8)*8<>(I+1)  THEN  60 

:rem  242 
40  READ  CS:IF  CSoSUM  THEN  80  :  rem  123 
50  SUM=0:LN=LN+10  : rem  254 

60  NEXT  :rem  165 

70  PRINT  "SUCCESSFUL  LOAD";SND  : rem  105 
80  PRINT  "ERROR  IN  LINE" ;LN : END  : rem  104 
500  DATA  500  :rem  68 

510  DATA  49152  : rem  181 

520  DATA  50087  :rem  181 

530  DATA  76,47,192,76,72,192,76,9,740 

:rem  57 
540  DATA  193,76,90,193,76,156,193,76,1053 

:rem  255 
550  DATA  59,194,76,192,194,76,101,195,108 
"^  ;rem  53 

560  DATA  76,115,195,76,137,195,0,0,794 

: rem  99 
570  DATA  0,0,0,0,0,0,255,128,383  : rem  11 
580  DATA  0,7,248,0,0,0,0,173,428  : rem  21 
590  DATA  0,2'21, 141, 43, 192, 173, 24, 208, 1002 

:rem  212 
600  DATA  141,44,192,173,17,208,141,45,961 

: rem  2  30 
610  DATA  192,173,22,208,141,46,192,96,107 
0  :rem  25 

620  DATA  173,43,192,141,0,221,173,44,987 

:rem  182 


630  DATA  192,141,24,208,173,45,192,141,11 

16  :rem  68 

640  DATA  17,208,173,46,192,141,22,208,100 

7  :rem  19 

650  DATA  96,72,173,14,220,41,254,141,1011 

;rem  218 
660  DATA  14,220,165,1,41,253,133,1,828 

:rem  69 
670  DATA  104,96,72,165,1,9,2,133,582 

:rem  242 
680  DATA  1,173,14,220,9,1,141,14,573 

-•rem  225 

690  DATA  220,104,96,164,254,240,13,160,12 

51  ;rem  65 

700  DATA  0,145,251,200,208,251,230,252,15 

37  : rem  53 

710  DATA  198,254,208,243,164,253,240,10,1 

570  :rem  123 

720  DATA  136,240,5,145,251,136,208,251,13 

72  : rem  67 

730  DATA  145,251,96,32,97,192,160,0,973 

: rem  144 

740  DATA  132,251,160,200,132,252,160,232, 

1519  ;rem  153 

750  DATA  132,253,160,3,132,254,32,131,109 

7  : rem  12 

760  DATA  192,44,40,192,16,20,160,0,664 

:rem  75 

770  DATA  132,251,160,216,132,252,160,232, 

1535  :rem  161 

780  DATA  132,253,160,3,132,254,138,32,110 

4  ;rem  11 

790  DATA  131,192,169,0,133,251,169,224,12 

69  :ren  84 

800  DATA  133,252,169,64,133,253,169,31,12 

04  ;rem  72 

810  DATA  133,254,169,0,32,131,192,76,987 

:rem  192 

820  DATA  114,192,32,253,174,32,158,173,11 

28  : rem  75 

830  DATA  32,170,177,170,152,96,32,234,106 

3  :rem  24 

840  DATA  192,141,34,192,142,35,192,32,960 

: rem  234 

850  DATA  234,192,141,36,192,142,37,192,11 

66  :rem  82 

860  DATA  96,32,234,192,240,2,169,128,1093 

:rem  241 
870  DATA  141,40,192,173,0,221,9,3,779 

: rem  34 
880  DATA  73,3,141,0,221,173,24,208,843 

: rem  76 
890  DATA  41,7,9,8,9,32,141,24,271  : rem  92 
900  DATA  208,173,17,208,9,32,141,17,805 

.-rem  131 
910  DATA  208,44,40,192,16,12,173,22,707 

;rem  125 
920  DATA  208,9,16,141,22,208,169,3,776 

:rem  90 
930  DATA  208,10,173,22,208,41,239,141,104 
2  :rem  10 

940  DATA  22,208,169,7,141,41,192,73,853 

:rem  141 

950  DATA  255,141,42,192,169,255,141,38,12 

33  :rem  82 

960  DATA  192,96,32,246,192,44,40,192,1034 

; rem  241 
970  DATA  48,21,173,36,192,10,10,10,500 

:rem  65 
980  DATA  10,141,36,192,173,34,192,41,819 

:rem  188 

May  1984     COMPUn!     169 


990  DATA  15,13,36,192,76,163,192,173,860 

:rem  199 
1000  DATA  36,192,10,10,10,10,141,36,445 

: rem  96 
1010  DATA  192,32,234,192,41,15,13,36,755 

: rem  171 

1020  DATA  192,141,36,192,32,234,192,170,1 

189  :rem  121 

1030  DATA  173,34,192,141,33,208,173,36,99 

0  : rem  24 

1040  DATA  192,76,163,192,32,246,192,162,1 
255  :rem  129 

1050  DATA  3,189,34,192,157,30,192,202,999 

: rem  243 

1060  DATA  16,247,96,56,169,199,237,32,105 
2  :rem  43 

1070  DATA  192,72,74,74,74,133,252,160,103 

1  irem  20 
1080  DATA  0,132,251,74,102,251,74,102,986 

:rem  220 
1090  DATA  251,101,252,133,252,173,30,192, 
1384  :rem  161 

1100  DATA  174,31,192,45,42,192,44,40,760 

:rem  172 
1110  DATA  192,16,6,10,72,138,42,170,646 

:rem  122 

1120  DATA  104,24,101,251,133,251,138,101, 

1103  :rem  133 

1130  DATA  252,133,252,104,41,7,24,101,914 

:rem  207 
1140  DATA  251,144,2,230,252,24,105,0,1008 

:rem  198 

1150  DATA  133,251,165,252,105,224,133,252 

, 1515  :rem  207 

1160  DATA  173,30,192,45,41,192,170,96,939 

;rem  242 
1170  DATA  169,0,168,44,39,192,16,7,635 

: rem  94 
1180  DATA  80,2,177,251,77,38,192,44,861 

: rem  145 
1190  DATA  40,192,48,10,61,47,194,133,725 

: rem  183 
1200  DATA  97,189,47,194,208,8,61,55,859 

: rem  161 

1210  DATA  194,133,97,189,55,194,73,255,11 

90  : rem  94 

1220  DATA  49,251,5,97,145,251,96,128,1022 

:rem  234 
1230  DATA  64,32,16,8,4,2,1,192,319 

: rem  126 
1240  DATA  48,12,3,32,156,193,32,97,573 

: rem  85 
1250  DATA  192,32,171,193,32,0,194,76,890 

: rem  186 
1260  DATA  114,192,169,1,149,106,169,0,900 

:rem  228 

1270  DATA  149,107,56,189,34,192,253,30,10 

10  : rem  73 

1280  DATA  192,149,98,189,35,192,253,31,11 

39  ;rem  98 

1290  DATA  192,149,99,16,20,169,255,149,10 

49  : rem  99 

1300  DATA  106,149,107,56,169,0,245,98,930 

:rem  238 
1310  DATA  149,98,169,0,245,99,149,99,1008 

:  rem  4 
1320  DATA  96,21,98,208,4,149,106,149,831 

: rem  192 

1330  DATA  107,96,165,99,74,133,103,165,94 

2  ; rem  39 

1340  DATA  98,106,133,102,24,169,0,229,861 

170    COMPUTI!     May  1984 


:rem  230 
1350  DATA  98,133,104,169,0,229,99,133,965 

:rem  250 

1360  DATA  105,96,24,165,102,101,100,133,8 

26  :rem  56 

1370  DATA  102,170,165,103,101,101,133,103 

,978  :rem  151 

1380  DATA  197,99,144,19,208,4,228,98,997 

:rem  224 
1390  DATA  144,13,138,56,229,98,133,102,91 

3  :rem  32 
1400  DATA  165,103,229,99,133,103,56,96,98 

4  ; rem  40 
1410  DATA  32,246,192,32,97,192,162,0,953 

:rein  184 
1420  DATA  32,74,194,162,2,32,74,194,764 

: rem  137 

1430  DATA  165,98,197,100,165,99,229,101,1 

154  :rem  137 

1440  DATA  144,62,32,130,194,36,107,16,721 

:rem  221 
1450  DATA  10,32,159,193,56,169,0,229,848 

: rem  194 
1460  DATA  108,133,108,32,171,193,32,0,777 

; rem  227 

1470  DATA  194,230,104,208,4,230,105,240,1 

315  :rem  103 

1480  DATA  102,238,30,192,208,3,238,31,104 

2  : rem  11 
1490  DATA  192,32,154,194,144,9,24,173,922 

:rem  241 
1500  DATA  32,192,101,108,141,32,192,32,83 

0  :rem  3 
1510  DATA  171,193,32,0,194,76,241,194,110 

1  :rem  15 
1520  DATA  162,1,181,98,180,100,149,100,97 

1  : rem  17 

1530  DATA  148,98,202,16,245,32,130,194,10 

65  :rem  74 

1540  DATA  36,107,16,10,32,159,193,56,609 

:rem  184 
1550  DATA  169,0,229,108,133,108,32,171,95 

0  : rem  23 

1560  DATA  193,32,0,194,230,104,240,31,102 

4  : rem  1 

1570  DATA  24,173,32,192,101,108,141,32,80 

3  : rem  10 
1580  DATA  192,32,154,194,144,8,238,30,992 

: rem  246 
1590  DATA  192,208,3,238,31,192,32,171,106 
7  : rem  27 

1600  DATA  193,32,0,194,76,60,195,32,782 

: rem  137 
1610  DATA  159,193,76,114,192,32,234,192,1 
192  ; rem  132 

1620  DATA  41,3,73,3,106,106,106,141,579 

:rem  120 
1630  DATA  39,192,96,32,234,192,41,3,829 

: rem  144 
1640  DATA  170,189,133,195,44,40,192,16,97 
9  ;rem  45 

1650  DATA  3,141,38,192,96,0,85,170,725 

:rem  88 

1660  DATA  255,32,170,177,170,152,24,105,1 

085  :rem  121 

1670  DATA  0,133,251,138,105,224,133,252,1 

236  : rem  109 

1680  DATA  32,97,192,160,0,177,251,32,941 

:rem  187 
1690  DATA  114,192,168,169,0,108,5,0,756 

trem  139  © 


Atari 

Line  Check  Utility 


Ed  Sisul 


"Atari  Line  Check"  lets  you  use  a  joystick  to  perform  a 
line-ln/-lifie  search  for  program  bugs. 


Quite  often,  the  most  effective  way  to  debug  a 
program  is  to  check  each  line,  one  at  a  time,  for 
mistakes.  For  those  of  us  who  are  not  fortunate 
enough  to  own  a  printer,  this  can  be  a  very  tedious 
task.  The  lines  can  be  examined  using  LIST  and 
CTRL-1  to  scroll  through  the  program,  but  it  is 
difficult  to  find  minor  mistakes  while  staring  at  a 
whole  screen  filled  with  GRAPHICS  0  text.  The 
lines  can  be  displayed  one  at  a  time  using  the 
sequence  LIST  line  number,  SHIFT  CLEAR,  LIST 
line  number,  SHIFT  CLEAR,  etc.;  but  this  approach 
is  too  slow  and  cumbersome. 

Scrolling  With  A  Joystick 

This  program  will  step  through  a  listing  and  dis- 
play each  line,  one  at  a  time,  in  large  GRAPHICS 
2  print.  The  best  part  is  that  the  scrolling  is  con- 
trolled with  a  joystick.  Pulling  back  on  the  stick 
advances  through  the  listing,  and  pushing  for- 
ward on  the  stick  backtracks  through  the  listing. 
With  the  stick  centered,  the  displayed  line  stays 
on  the  screen  for  scrutiny.  If  a  mistake  is  spotted, 
press  the  trigger  button,  and  the  line  containing 
the  mistake  is  redisplayed  in  the  normal  screen 
editing  mode  so  it  can  be  corrected.  Once  the  error 
is  dispatched,  typing  CONT  will  resume  the  line- 
by-line  check,  or  typing  RUN  will  terminate  the 
line  check  and  execute  the  main  program.  After 
typing  in  "Atari  Line  Check,"  LIST  it  to  disk  or 
cassette.  Then,  using  the  ENTER  command,  ap- 
pend it  to  the  program  to  be  checked.  Plug  a  joy- 
stick into  Port  1  and  type  GOTO  32000  to  start 
checking  lines. 


Array  Storage 

The  heart  of  the  program  is  lines  32010-32030. 
Lines  32010-32020  retrieve  the  program  line  num- 
bers stored  in  memory  and  store  them  in  the  array 
LINUM.  A  complete  explanation  of  the  PEEKs 
used  to  do  this  can  be  found  in  Larry  Isaacs'  article 
"Inside  Atari  BASIC"  in  COMPUTEI's  First  Book  of 
Atari.  Line  32025  opens  the  screen  editor  for  input 
and  output,  lists  a  line  on  the  screen,  then  retrieves 
the  entire  line,  including  its  line  number,  and 
stores  it  in  the  variable  LINES.  The  POKEs  in  line 
32025  blank  the  screen  during  these  operations. 
Line  32030  then  reprints  LINES  on  the  screen 
in  GRAPHICS  2  text  in  black  letters  on  a  white 
background. 

Lines  32035-32055  contain  the  joystick  con- 
troller routines  to  increment  or  decrement  the 
subscript  of  the  line  number  array  or  to  redisplay 
a  line  for  editing.  Line  32000  initializes  the  vari- 
ables, dimensions  LINE$  to  the  maximum  number 
of  characters  in  a  logical  line,  and  dimensions  the 
LINUM  array  to  accommodate  a  200-line  program. 
The  POKE  in  line  32000  standardizes  the  left-hand 
margin  on  all  systems.  Line  32005  initially  sets  all 
elements  of  the  LINUM  array  to  zero.  Should  you 
encounter  a  program  with  more  than  200  lines, 
simply  change  the  dimensioned  size  of  LINUM  in 
line  32000  and  the  maximum  increment  of  the 
loop  in  line  32005  accordingly. 

Storage  Characters 

Because  each  line  is  displayed  in  graphics  mode 
2,  which  uses  the  internal  character  set,  some 
characters  won't  be  displayed  as  originally  typed. 
For  instance,  the  special  graphics  characters  will 
be  displayed  as  numeric  or  punctuation  symbols, 

Mav1984    COMPini!    171 


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and  lowercase  letters  will  be 
displayed  as  green  uppercase 
letters.  Also,  the  CLEAR  charac- 
ter, CHR$(125),  will  cause  the 
screen  to  clear  when  it  is  printed. 
When  this  happens,  just  press 
the  trigger  button  to  see  the 
characters  in  their  original  form. 

Atari  Line  Checic 

Refer  to  the  "Automatic  Proofreader" 
articfe  before  t/pirig  this  program  in. 

01132000  POKE  82,!3:ST  =  0:Z 
Z=1:TRAP  32005:D 
IM  LINE* (120) , L I 
NUM (200) : TRAP  40 
000 

;:  32005  FDR  N  =  D  TO  200:  L 
INUM (N) =0: NEXT  N 

NL  32010  AD  =  peEK  (  1  36)  -4-256 
tPEEK (137) 

JB  3  2015  L  INUM  (  ZZ  )  =PEEK  (  A 
D)-<-256«PeEK  CAD-H 
)  :  IF  L  INUM ( ZZ 1 =3 
2000  THEN  END 

G£  32020  IF  LINUM(ZZ)=0  T 
HEN  AD=AD+PEEK(ft 
D-i-2)  :  GOTO  32015 

HL  32025  OPEN  #1,13,0,"E; 
"  :  POKE  70<?,  8:  PQK 
E  710,a:POKE  712 
, 8: LIST  LI NUM ( ZZ 
> : POSITION  0,1:1 
NPUT  #1;LINE4:CL 
OSE  tt  1 

5F  32030  GRAPHICS  IS:  POKE 
70S,2:PDKE  712,3 
: POSITION  0,2:7 
#6; LINE* 

IF  STRIG<0)=0  TH 
EN  ST=1 : GRAPHICS 
0: LIST  L  INUM ( ZZ 
> : STOP 
040  IF  5T=1  THEN  ST= 
0:GOTO  32025 

MH  32045  IF  STICK  <0)  =13  T 
HEN  ZZ=ZZ+l:GOTO 
32020 

US  32050  IF  STICK  (0)  =  14  A 
ND  Z2>0  THEN  ZZ= 
ZZ-l:eDTO  32025 
GOTO  32035       © 


!C  320" 


EP 


DF 


?0e 


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Commodore 

Word  Wizard 


Joe  W.  Rocke 


"Word  Wizard"  improves  your  writing  skills  by  check- 
ing the  readability  of  any  tori t ten  material.  For  the 
VlC-20,  Commodore  64,  and  PET/CBM  computers. 


The  term  foggy  writing  was  originated  by  Robert 
Gunning.  Seeking  ways  to  improve  the  readability 
of  written  text,  he  developed  a  fog  index  formula. 
The  formula  is  based  on  counting  the  number  of 
words  and  sentences  in  a  sample  paragraph  of 
text.  Long  words  and  long  sentences  produce  a 
high  index  number.  This  type  of  writing  is  called 
foggy  because  it  can  be  harder  to  read  and  under- 
stand. Writing  that  is  easy  to  read  (and  under- 
stand) should  have  a  low  fog  index. 

The  fog  index  formula  uses  a  100-  to  200-word 
sample  of  text.  Words  of  three  syllables  or  more 
are  considered  "long."  Dividing  the  word  count 
by  the  number  of  sentences  provides  the  average 
sentence  length.  Adding  the  number  of  long 
words  and  performing  a  simple  computation  pro- 
duce the  fog  index.  Although  the  index  number  is 
rather  arbitrary,  it  does  provide  a  standard  for 
measuring  text  readability. 

Researchers  have  since  learned  that  people 
prefer  to  read  below  their  educational  level. 
Thus  the  fog  formula  has  been  expanded  to  pro- 
duce a  reading  level  index  number.  The  result  is  a 
number  that  represents  the  approximate  grade 
level  at  which  written  material  can  be  read  and 
understood. 

People  are  comfortable  reading  text  that  has 
a  reader  index  ranging  from  6  to  8.  Most  of  the 
writing  in  popular  magazines  and  newspapers 


has  an  index  in  this  range.  People  are  capable  of 
reading  at  a  higher  level,  but  the  concentration 
required  can  make  such  writing  tedious.  Even 
college  professors  find  it  uncomfortable  to  read 
something  with  an  index  of  12  or  higher. 

Computerized  Word  Checic 

The  computer  is  an  ideal  tool  for  checking  text  for 
readabihty.  Large  companies  have  developed 
programs  of  this  type  to  check  their  product  man- 
uals. When  used  with  word  processing  systems, 
this  checking  process  takes  little  additional  time. 

Using  "Word  Wizard"  is  as  simple  as  typing 
text  onto  a  video  screen  instead  of  on  paper,  as 
with  a  typewriter.  A  100-word  sample  is  all  that  is 
required.  Almost  all  text-reading  analysis  is  based 
on  this  sample  size. 

The  program  begins  with  a  prompt.  There  is 
no  cursor,  but  whatever  is  typed  appears  on  the 


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T:^ 

Mg4 

May1984     COMPUTE!     173 


screen.  The  left  arrow  can  be  used  to  correct  a 
typo  without  affecting  the  program.  Use  the  RE- 
TURN key  only  when  you  are  finished  entering 
the  sample.  The  screen  then  clears,  and  the  text 
that  has  been  typed  to  memory  will  begin  to  march 
across  the  screen.  The  text  display  will  then  be 
formatted  to  improve  readability. 

Type  in  the  text  sample  without  worr^dng 
how  it  looks  on  the  video  display.  The  text  will 
wrap  around  the  screen,  causing  some  words  to 
be  broken  midway  and  to  continue  on  the  next 
line.  The  display  is  primarily  for  reference  so  you 
can  see  what  was  originally  typed. 

The  Display  Phase 

Next,  during  its  display  phase,  the  program  counts 
characters,  words,  and  sentences.  It  also  counts 
the  number  of  words  containing  more  than  nine 
characters,  which  are  presumed  to  consist  of  three 
or  more  syllables.  Word  groups  ending  with  a 
semicolon  or  colon  are  counted  as  one  sentence. 
This  prevents  a  compound  sentence  from  being 
counted  as  a  single  sentence.  Naturally,  any  word 
group  ending  with  a  period,  question  mark,  or 
exclamation  mark  is  counted  as  a  sentence. 

The  word-checking  data  is  stored  in  simple 
variables  and  is  then  used  to  compute  the  reading 
index  at  the  end  of  the  display  cycle.  A  continua- 
tion prompt  concludes  the  display  cycle  to  permit 
you  to  read  the  last  display  page. 

Finally  the  word,  sentence,  and  long  word 
counts  are  displayed.  The  reading  index,  rounded 
to  two  decimal  places,  completes  the  text  analysis. 
The  program  then  asks  you  to  repeat  the  analysis 
or  exit  the  program. 

An  index  of  6-9  indicates  a  good  readability 
level.  A  higher  index  indicates  that  the  text  might 
benefit  from  some  editing.  You  may  want  to  use 
two  shorter  sentences  which  carry  the  same 
thought  as  a  long  one,  or  try  to  find  shorter  words. 
For  example,  it  is  easier  to  read  city  than  the  word 
metropolis. 


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(8051543-1037) 


Variables 

A$  The  input  string  is  confined  to  one  character. 

BE  Beginning  a  ddress  of  the  memory  storage  area . 

C  ASCII  vnluecpf  AS,  and  the  character  counter. 

C$  Character  siring  used  for  the  display  cycle. 

ID  Reading  index.  L  is  the  display  line  length  counter. 

LW  Longwordcountstorage. 

MS  Memory  storage  ending  address. 

F  PEEK  valueof  MS  contents. 

S  Sentence  count  storage. 

T  Display  cycle  loop  counter. 

W  Word  count  storage. 

WC  Inputcycle  word  count. 

Z&Z$  Prompts. 


Housekeeping  Chores 

Lines  10-30:  Housekeeping  chores  are  performed 
at  the  beginning  of  the  program.  The  formula 
used  to  round  the  reading  index  is  defined  in  line 
10.  Major  variables  are  set  to  zero  to  prevent  errors 
if  the  program  is  rerun.  Variable  MS  in  line  20 
denotes  the  beginning  memory  storage  address. 
A  second  variable  is  set  to  the  same  value  for  use 
in  the  display  loop. 

The  value  currently  in  the  program  works 
with  an  unexpanded  VIC-20.  Use  MS  =  2300  in 
line  20  if  you  have  a  PET/CBM  or  a  3K  expanded 
VIC.  (Ignore  the  color  commands  if  you  have  a 
PET.)  For  a  VIC  with  8K  or  more  of  expansion 
memory,  use  MS  =  5900.  Try  MS  =  3300  for  the 
Commodore  64.  For  other  systems  you  will  have 
to  use  an  address  above  the  BASIC  program  area. 

Lines  35-150:  The  input  cycle  begins  at  line 
60  with  the  GET  A$  keyboard  scan  for  a  key  input. 
When  a  key  is  pressed,  the  input  is  checked  for  a 
backspace  (left  cursor).  If  it  is  a  backspace,  the 
invisible  cursor  moves  one  space  to  the  left,  and 
the  memory  storage  is  decreased  by  one.  This  is 
to  prevent  counting  the  backspace  as  part  of  the 
text.  The  program  then  loops  back  for  a  new  key 
input. 

If  the  key  pressed  is  a  text  character,  the  key 
is  displayed  and  converted  to  its  ASCII  equivalent. 
The  ASCII  value  is  then  POKEd  in  memory  ad- 
dress MS  for  storage.  The  input  is  then  tested  for 
a  carriage  return  (CR);  if  not  a  CR,  storage  address 
MS  is  incremented  by  one,  and  the  program  loops 
back  for  another  key  input.  Note  that  a  CR  breaks 
the  input  loop,  jumping  program  flow  to  the  con- 
tinuation GOSUB. 

The  Word  Count 

Line  110  performs  a  word  count  during  the  input 
cycle.  The  count  value  of  125  in  line  120  limits 
input  to  a  maximum  of  125  words.  These  two 
lines  are  optional,  but  do  insure  keeping  the  input 
within  sample  limits.  A  smaller  number  of  words 
can  be  used  for  a  sample,  of  course. 


17d     COMPlTrt!     Moy198J 


Lines  160-300:  The  display  and  checking  cycle 
begins  upon  user  response  to  the  continuation 
prompt.  Variables  used  to  accumulate  word- 
checking  data  are  set  to  zero  to  prevent  errors  if 
the  program  is  repeated.  A  FOR-NEXT  loop  is 
used  tor  the  display  cycle,  since  storage  beginning 
address  BE  and  ending  address  MS  were  estab- 
lished during  the  input  cvcle. 

The  stored  ASCII  data  is  PEEKed  from  each 
memory  address,  converted  to  a  string,  and  tem- 
porarily stored  in  string  variable  CS  for  display. 
CS  now  represents  the  keyboard  character  entered 
during  the  input  cycle.  The  individual  characters 
are  counted  and  the  count  is  stored  in  C.  L  is  used 
to  count  characters  tor  line  display  formatting. 

Word-checking  functions  are  performed  by 
IF  statements.  These  lines  check  for  the  space 
character  that  denotes  a  word  end,  or  punctuation 
indicating  a  sentence  end.  A  space  increments 
the  word  count,  W.  A  sentence  end  increments 
the  sentence  count  stored  in  S  and  decreases  the 
character  count  by  one.  The  decrease  prevents 
the  punctuation  from  being  counted  as  a  word 
character.  If  the  character  count  in  C  is  equal  to  or 
greater  than  9,  and  a  space  indicates  a  word,  then 
long  word  counter  LW  is  incremented.  The  char- 
acter counter  is  returned  to  zero  value  whenever 
a  space  or  sentence  end  is  encountered. 

Screen  Formatting 

Line  220  formats  the  text  to  reduce  word 
wraparound. 

Lines  320-400:  The  text  analysis  is  performed 
in  this  portion  of  the  program.  The  reading  index 
is  computed  in  line  320.  Text  data  accumulated 
during  the  word-check  cycle  are  displayed,  fol- 
lowed by  the  reading  index  (ID).  The  rounding 
function  is  performed  by  the  FNA(ID)  formula 
which  was  established  at  the  beginning  of  the 
program. 

Lines  410^80:  The  remaining  lines  contain  the 
user  prompts.  Conventional  INPUT  statements 
are  used  to  keep  the  program  short.  END  is  used 
between  the  REPEAT  prompt  and  the  continua- 
tion GOSUB  to  prevent  an  error  message  when 
exiting  the  program.  Line  470  prints  the  word 
input  count  and  returns  control  to  the  continuation 
prompt  of  line  150. 

Word  Wizard 

Refer  to  the  "Automatic  Proofreader"  article  before  typing  this 
program  in. 

5  REM...  *  WORD  CHECK  *  : rem  145 

10  DEF  FNA(B)=INT{E*100+.5)/l00    : rem  92 
20  MS=5300:  BE=MS  :rem  165 

30  C=0:L=0:LW=0:S=0:W=0:WC=0      : rem  137 
35  REM... INPUT  CYCLE  :rem  214 

50  PRINT" {CLR}E7iBEGIN  INPUT  ...":PRINT 

; rem  169 
60  GETA$:IFA$=""THEN  60  : rem  239 


70  IFA$=CHR$(157)THEN  PRINTA$ ; :MS=MS-1 : GO 
TO60  :rem  209 

80  PRINT  A$;  : rem  149 

90  C=ASC(A$)  :rem  118 

100  POKE  MS,C  :rem  207 

110  IFA$="  "THEN  WC=WC+1  : rem  3 

120  IFWC=>I25  THEN  470  :rem  153 

130  IFA$=CHR5(13)THEN  150  : rem  64 

140  MS=MS+1:  GOTO  50  : rem  71 

150  GOSUB  440  :rem  174 

155  REM. . .DISPLAY  CYCLE  ; rem  143 

160  C=0:L=0:LW=0:S=0:W=1  ; rem  125 

170  PRINT" (CLR}"  :rem  252 

180  FOR  T=BE  TO  MS  : rem  219 

190  P=PEEK(T)  :rem  241 

200  C$=CHR$(P)  :rem  216 

210  C=C+1:L=L+1  ;rem  29 

220  IFC5="  "AND  L=>15THEN  GOSUB  460 

: rem  84 
230  PRINTC??  :rem  196 

240  IFC$="  "THEN  VJ=W+1;C=C-1  :  rem  222 
250  IFC$=".  "ORC$=."  J  "ORC$="?"ORC?="  :  "0RC$= 
";"THEN  S=S+1:C=C-1:C$="  "  ; rem  32 
260  IFC$="  "ANDC=>9  THEN  LW=LVJ+1  :  rem  231 
270  IFC$="  "THEN  C=0  : rem  239 

280  IFC$=CHR$ ( 13)THEN  310  : rem  70 

290  NEXT  :rem  218 

300  PRINT  :rem  32 

310  GOSUB  440  ;rem  172 

315  REM...*  ANALYSIS  *  : rem  191 

320  ID=.4*(VJ/S+LW*100/W)  :  rem  36 

330  PRINT"{CLR}"  : rem  250 

340  PRINTSPC(4}"**  ANALYSIS  **": PRINT 

: rem  166 
350  PRINT"W0RDS{2  SPACES  }  =  "rV/  :  rem  199 
360  PRINT"SENTENCES{2  SPACES }="; S : rem  221 
370  PRINT"AVG. WD/SENT  =";INT(W/S)  : rem  8 
380  PRINT "LONG  WORDS U  SPACES  3  =  " ;LW 

; rem  70 
390  PRINT  :rem  41 

400  PRINT"READER  INDEX  =" ;FNA( ID) : rem  187 
410  PRINT: INPUT "REPEAT  (Y/N)"rZ5  : rem  209 
415  IFZ$'<>"N"ANDZ5<>"Y"THEN410  :  rem  223 
420  IFZ$="Y"GOTO  20  : rem  24 

430  PRINT" [BLU} [ CLR}" : END  :rem  43 

440  INPUT"PRESS  <RETURN>"rZ  : rem  232 
450  RETURN  :rera  121 

460  PRINTC$ ;CHR$ (13 ) :L=0: RETURN  : rem  140 
470  PRINT: PRINT "WORDS  INPUT=";WC  :rem  100 
480  GOTO150  :rem  107 


MEMOREX 

FLEXIBLE  DISCS 

WE  WILL  NOT  BE  UNDER- 
SOLOn  Call  Free  (800)235^1137 

for  prices  and  information.  Dealer 
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(800)  592-5935  or  [    vka 

(805)543-1037  


MavW84     COMPUTE!     175 


The  Automatic  Proofreader 

For  VIC  64  And  Atari 


Charles  Brannon,  Program  Editor 

At  last  there's  a  way  for  your  computer  to  help  you  check 
your  typing.  "The  Automatic  Proofreader"  will  make  entering 
programs  faster ,  easier,  and  more  accurate. 


The  strong  point  of  computers  is  that  they  excel  at 
tedious,  exacting  tasks.  So  why  not  get  your  computer 
to  check  your  typing  for  you? 

With  "The  Automatic  Proofreader"  nestled  in 
your  VIC-20,  Commodore  64,  or  Atari  computer,  every 
line  you  type  in  will  be  verified,  it  displays  a  special 
code,  called  a  checksum,  at  the  top  of  the  screen.  The 
checksum,  either  a  number  ( ViC/64)  or  a  pair  of  letters 
(Atari),  corresponds  to  the  line  you've  just  typed.  It 
represents  every  character  in  the  line  summed  together. 
A  matching  code  in  the  program  lishng  lets  you  com- 
pare it  to  the  checksum  which  the  Proofreader  displays. 
A  glance  is  all  it  takes  to  confirm  that  you've  typed  the 
line  correctly. 

Entering  The  Automatic  Proofreader 

Commodore  (VlC/64)  owners  should  type  in  Program 
1.  Program  2  is  for  Atari  users.  Since  the  Proofreader  is 
a  machine  language  program,  be  especially  diligent. 
Watch  out  for  typing  extra  commas,  or  a  letter  O  for  a 
zero,  and  check  every  number  carefully.  If  you  make  a 
mistake  when  typing  in  the  DATA  statements,  you'll 
get  the  message  "Error  in  DATA  statements"  when  you 
RUN  the  program.  Check  your  typing  and  try  again. 

When  you've  typed  in  The  Automatic  Proofreader, 
SAVE  it  to  tape  or  disk  at  least  twice  before  running  it  for 
the  first  time.  If  you  mistype  the  Proofreader,  it  may 
cause  a  system  crash  when  you  first  run  il.  By  SAVEing 
a  copy  beforehand,  you  can  reLOAD  it  and  hunt  for 
your  error.  Also,  you'll  want  a  backup  copy  of  the 
Proofreader  because  you'll  use  it  again  and  again — 
every  time  you  enter  a  program  from  COMPUTE!. 

When  you  RUN  the  Proofreader,  the  program  will 
be  POKEd  safely  into  memory,  then  it  will  activate 
itself.  If  you  ever  need  to  reactivate  it  (RUN/STOP— RE- 
STORE or  SYSTEM  RESET  will  disable  it),  just  enter 
the  command  SYS  886  {VlC/64)  or  PRINT  USR(1536) 
for  the  Atari. 

Using  The  Proofreader 

Now,  let's  see  how  it  works.  LIST  the  Proofreader 
program,  move  the  cursor  up  to  one  of  the  lines,  and 
press  RETURN.  If  you've  entered  the  Proofreader 
correctly,  a  checksum  will  appear  in  the  top-left  corner 
of  your  screen. 

Try  making  a  change  in  the  line  and  hit  RETURN. 
Notice  that  the  checksum  has  changed.  All  VIC  and  64 
listings  in  COMPUTE!  now  have  a  number  appended  to 
the  end  of  each  line,  for  example,  :rem  123.  Don't 

176     COMPUIE     May  1984 


enter  this  statement.  It  is  just  for  your  information.  The 
rem  is  used  to  make  the  number  harmless  if  someone 
does  type  it  in.  It  will,  however,  use  up  memory  if  you 
enter  it,  and  it  will  cause  the  checksum  displayed  at 
the  top  of  the  screen  to  be  different,  even  if  you  entered 
the  rest  of  the  line  correctly. 

The  Atari  checksum  is  found  immediately  to  the 
left  of  each  line  number.  This  makes  it  impossible  to 
type  in  the  checksum  accidentally,  since  a  program 
line  must  start  with  a  number. 

Just  type  in  each  line  (without  the  printed 
checksum),  and  check  the  checksum  displayed  at  the 
top  of  the  screen  against  the  checksum  in  the  listing. 
If  they  match,  go  on  to  the  next  line.  If  they  don't, 
there's  a  mistake.  You  can  correct  the  line  immediately, 
instead  of  waiting  to  find  the  error  when  you  RUN  the 
program. 

The  Proofreader  is  not  picky  with  spaces.  It  will 
not  notice  extra  spaces  or  missing  ones.  This  is  for 
your  convenience^  since  spacing  is  generally  not  im- 
portant. Occasionally  proper  spacing  is  important,  but 
the  article  describing  the  program  will  warn  you  to  be 
careful  in  these  cases. 

Nobody's  Perfect 

Although  the  Proofreader  is  an  important  aid,  there 
are  a  few  things  to  watch  out  for.  If  you  enter  a  line  by 
using  abbreviations  for  commands,  the  checksum  will 
not  match  up.  This  is  because  the  Proofreader  is  very 
literal:  It  looks  at  the  individual  letters  in  a  line,  not  at 
tokens  such  as  PRINT.  There  is  a  way  to  make  the 
Proofreader  check  such  a  line.  After  entering  the  line, 
LIST  it.  This  makes  the  computer  spell  out  the  abbre- 
viations. Then  move  the  cursor  up  to  the  line  and  press 
RETURN.  It  should  now  match  the  checksum.  You 
can  check  whole  groups  of  lines  this  way.  Atari  users 
should  beware  of  using  ?  as  an  abbreviation  for  PRINT — ■ 
they're  not  the  same  thing  in  the  Proofreader's  eyes. 

The  checksum  is  a  sum  of  the  ASCII  values  of  the 
characters  in  a  line.  VIC  and  64  owners  may  wonder 
why  the  numbers  are  so  small,  never  exceeding  255. 
This  is  because  the  addition  is  done  only  in  eight  bits. 
A  result  over  255  will  roll  over  past  zero,  like  an  odome- 
ter past  99999.  On  the  Atari,  the  number  is  turned  into 
two  letters,  both  for  increased  convenience  and  to  make 
the  Proofreader  shorter.  For  the  curious,  the  letters 
correspond  to  the  values  of  the  left  and  right  nybbles 
added  to  33  (to  offset  them  into  the  alphabet).  This 
number  is  then  stored  directly  into  screen  memory. 

Due  to  the  nature  of  a  checksum,  the  Proofreader 
will  not  catch  all  errors.  Since  1  +  3  +  5  =  3  -t- 1  +  5,  the 
Proofreader  cannot  catch  errors  of  transposition.  In 
fact,  you  could  type  in  the  line  in  any  order,  and  the 
Proofreader  wouldn't  notice.  Anytime  the  Proofreader 


seems  to  act  strange,  keep  this  in  mind.  Since  the  ASCII 
values  of  the  number  18  (49  +  56)  and  63  (54  +  51)  both 
equal  105,  these  numbers  are  equal  according  to  the 
Proofreader.  There  really  is  no  simple  way  to  catch 
these  kinds  of  errors.  Fortunately,  the  Proofreader 
will  catch  the  majority  of  the  typing  mistakes  most 
people  make. 

If  you  want  the  Proofreader  out  of  your  way,  just 
press  SYSTEM  RESET  or  RUN/STOP— RESTORE.  If 
you  need  it  again,  enter  SYS  828  (VIC/64)  or  PRINT 
USR(1536)  (Atari).  You  must  disable  the  Proofreader 
before  doing  any  tape  operations  on  the  VIC  or  64. 

Hidden  Perils 

The  Proofreader's  home  in  the  VIC  and  64  is  not  a  very 
safe  haven.  Since  the  cassette  buffer  is  wiped  out  during 
tape  operaHons,  you  need  to  disable  the  Proofreader 
with  RUN/STOP— RESTORE  before  you  SAVE  your 
program.  This  applies  only  to  tape  use.  Disk  users  or 
Atari  owners  have  nothing  to  worry  about. 

Not  so  for  VIC  and  64  owners  with  tape  drives. 
What  if  you  type  in  a  program  in  several  sittings?  The 
next  day,  you  come  to  your  computer,  LOAD  and 
RUN  the  Proofreader,  then  try  to  LOAD  the  partially 
completed  program  so  you  can  add  to  it.  But  since  the 
Proofreader  is  trying  to  hide  in  the  cassette  buffer,  it  is 
wiped  out! 

What  you  need  is  a  way  to  LOAD  the  Proofreader 
after  you've  LOADed  the  partial  program.  The  problem 
is,  a  tape  load  to  the  buffer  destroys  what  it's  supposed 
to  load. 

After  you've  typed  in  and  RUN  the  Proofreader, 
enter  the  following  lines  in  direct  mode  (without  line 
numbers)  exactly  as  shown: 

A$="PROOFREADER.T":    B$="ll0    SPACES]":    FOR 
X    =    1    TO    4:    A$=A$+B?:    NEXTX 

FOR  X  =  886  TO  1018:  A?=A$+CHR? ( PEEK (X) ) : 
NEXTX 

OPEtJ  1,1,1,A$;CL0SE1 

After  you  enter  the  last  line,  you  will  be  asked  to 
press  record  and  play  on  your  cassette  recorder.  Put 
this  program  at  the  beginning  of  a  new  tape.  This  gives 
you  a  new  way  to  load  the  Proofreader.  Anytime  you 
want  to  bring  the  Proofreader  into  memory  without 
disturbing  anything  else,  put  the  cassette  in  the  tape 
drive,  rewind,  and  enter: 

OPENl:CLOSEl 

You  can  now  start  the  Proofreader  by  typing  SYS 
886.  To  test  this,  PRINT  PEEK(886)  should  return  the 
number  173.  If  it  does  not,  repeat  the  steps  above, 
making  sure  that  AS  ("PROOFREADER.T")  contains 
13  characters  and  that  BS  contains  10  spaces. 

You  can  now  reload  the  Proofreader  into  memory 
whenever  LOAD  or  SAVE  destroys  it,  restoring  your 
personal  typing  helper. 

Incidentally,  you  can  protect  the  cassette  buffer  on 
the  Commodore  64  with  POKE  178,165.  This  POKE 
should  work  on  the  VIC,  but  it  has  caused  numerous 
problems,  probably  due  to  a  bug  in  the  VIC  operahng 
system.  With  this  POKE,  the  64  will  not  wipe  out  the 
cassette  buffer  during  tape  LOADs  and  SAVEs. 


Program  1:  VIC/64  Proofreader 

100  PRINT "{CLR 3  PLEASE  WAIT . . . " :FORI=886TO 

1018 :READA:CK=CK+A: POKEI , A;NEXT 
110  IF  CK<>  17539  THEN  PRINT"  fOOVJN} YOU  MAD 
E  AN  ERROR": PRINT "IN  DATA  STATEMENTS. 
":END 
120  SYS886:PRINT"{cLR) (2  DOWN) PROOFREADER 

ACTIVATED. ":NEW 
886  DATA  173,036,003,201,150,208 
892  DATA  001,096,141,151,003,173 
898  DATA  037,003,141,152,003,169 
904  DATA  150,141,036,003,169,003 
910  DATA  141,037,003,169,000,133 
916  DATA  254,096,032,087,241,133 
922  DATA  251,134,252,132,253,008 
928  DATA  201,013,240,017,201,032 
934  DATA  240,005,024,101,254,133 
940  DATA  254,165,251,166,252,164 
946  DATA  253,040,096,169,013,032 
952  DATA  210,255,165,214,141,251 
958  DATA  003,206,251,003,169,000 
964  DATA  133,216,169,019,032,210 
970  DATA  255,169,018,032,210,255 
976  DATA  169,058,032,210,255,166 
982  DATA  254,169,000,133,254,172 
988  DATA  151,003,192,087,208,006 
994  DATA  032,205,189,076,235,003 
1000  DATA  032,205,221,169,032,032 
1006  DATA  210,255,032,210,255,173 
1012  DATA  251,003,133,214,076,173 
1018  DATA  003 

Program  2:  Atari  Proofreader 

100  GRAPHICS  0 

110  FOR  1  =  1536  TO  1700:REPlD  A:POKE  I 

, A: CK=CK+fi: NEXT  I 
120  IF  CK<>19072  THEN  ?  "Error  in  DA 

TA  statements.  Ctieck  typing":END 


130 
140 

150 

1536 

1542 

1548 

1554 

1560 

1566 

1572 

1578 

1534 

15<?0 

1596 

1602 

1608 

1614 

1620 

1626 

1632 

1638 

1644 

1650 

1656 

1662 

1668 

1674 

1680 

1686 

1692 

1698 


A=USR ( 1536) 

"^  :?  "Automatic  Proo+reader  now 
ated. " 


ac  t  i  V 

END 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


104, 160, 0, 185,26,3 
20  1 , 69, 24  0, 7, 200, 200 
192, 34, 208, 243, 96, 200 
169, 74, 153, 26, 3, 200 
169, 6, 153, 26, 3, 162 
0, 189, 0, 228, 157, 74 
6, 232, 2  24, 16, 208, 24  5 
169, 93, 141, 78, 6, 169 
6,141, 79, 6, 24, 173 
4, 228, 105, 1 , 141 , 95 
6, 17  3, 5, 228, 105, 0 
14 1  , 96, 6,  169, 0,  133 
2  0  3, 96, 2  4  7, 238, 125, 24 1 
93, 6, 244, 241, 115, 24  1 
124,24  1 ,76, 205.233,0 
0, 0,0,0, 32, 62 
24  6, 8, 201 , 155,240, 13 
201, 3 2, 240, 7, 72, 24 
101, 203,  133,203,  104,40 
96, 72, 152, 72, 133, 72 
160,0, 169, 128, 145,88 
200, 192, 40, 208, 249, 165 
203, 74, 74, 74, 74, 24' 
105, 161, 160, 3, 145, 38 
165,203,41 , 15,24, 105 
161,20  0,145,88,169,0 
133, 203, 104, 170, 104, 168 
104, 40. 96 


Mov1984     COMPUTC!     177 


CAPUTS! 

Modificotions  Or  Corrections  To  Previous  Articles 


Atari  Super  Directory 

The  character  which  appears  as  a  grave  (~)  in  lines 
5010  and  5020  of  this  program  from  the  April  issue 
(p.  176)  should  actually  be  {.},  CTRL-period.  You 
may  find  it  easier  to  replace  these  lines  with 
the  lines  below,  which  build  M$  from  DATA 
statements. 


Ofl  5000  DIM  M«  (40)  :  RESTORE  5040 
NJ5010  FOR  1  =  1  TO  40:READ  A:M*(I 

HR$ (A) : NEXT  I 
K!  5030  RETURN 
FS  5040  DATA  1  04  ,  20  1  ,  2,  240  ,  <?  ,  1  70  , 

,5, 104, 104, 202, 208, 251 ,96 

4, 133, 204, 104, 133, 203, 104 
Ik  5050    DATA     104,133,205,160,0,17 

03, 9, 128, 145, 203, 200, 196, 

, 208. 245, 96, 0, 0 


)  =C 


;40 
10 


7, :: 


Reader  For  Atari  And  Color  Computer 

The  Atari  version  of  this  game  from  the  March 
issue  (p.  66)  may  stop  with  an  ERROR  141  mes- 
sage. To  prevent  this,  Edward  Rybczyk  suggests 
the  following  corrections: 

380  IF  A=43  THEN  CLR:  RUN 
390  POKE  764,255:  END 

The  Color  Computer  version  requires  Ex- 
tended BASIC  to  run  as  published.  Ron  Crail 
suggests  changes  to  allow  the  program  to  run  in 
standard  Color  BASIC:  Change  the  value  of  XLOC 
to  304  in  line  220  and  to  308  in  line  230,  and  change 
COS  to  SIN  in  lines  260  and  310.  Also,  adding  the 
line  245  N$  =  "X"  will  prevent  an  OS  error. 

VIC  Barrier  Battle 

A  testing  loop  was  inadvertently  left  in  line  200  of 
this  game  program  from  the  March  issue  (p.  84). 
Troy  Pibus  points  out  that  the  line  should  read: 

200  DD=37154:P1=37151:P2=37152 

64  MLX  And  Trident 

There  is  an  error  in  the  version  of  the  "MLX" 
machine  language  editor  from  the  March  issue  (p. 
182).  In  line  765,  K  =  S-H  should  be  replaced  with 
K  =  S.  This  error  will  prevent  the  "Trident"  game 
(p.  100),  published  in  MLX  format,  from  working 
properly.  Fortunately,  the  problem  is  quite  easy 
to  fix.  First,  load  and  correct  MLX  and  save  the 
corrected  version.  Then  run  MLX  and  use  the 
MLX  Load  option  to  load  in  Trident.  Use  the  start- 
ing and  ending  addresses  given  in  the  Trident 


article.  Retype  the  first  line  of  Trident  (49152), 
then  use  the  MLX  Save  option  to  create  a  new 
copy  of  the  game,  which  should  now  work  prop- 
erly. 

Atari  Trident 

Reader  Jim  Davis  suggests  the  following  improve- 
ment to  this  game  from  the  March  issue  (p.  94): 

105  Z=USR(ADR(M$),M,M+1,128) :FOR  1=15  TO 
0  STEP  -0.08:SOUND  0, 10 , 8 , I :NEXT  I:Z 
=USR(ADR(A$),48+C, 1,144,  51) 

This  adds  an  explosion  sound  when  an  incoming 
missile  is  destroyed. 

Commodore  Floating  Subroutines 

Programs  1,  2,  and  3  for  this  article  from  the  March 
issue  (p.  164)  will  print  a  range  of  hex  address 
values  which  is  one  greater  than  the  correct  range, 
as  shown  in  decimal.  To  correct  this,  Paul  Mon- 
tognese  suggests  changing  the  H  =  C  in  line  63994 
toH  =  C-l. 

Chopperoids 

Some  readers  tried  to  create  a  binary  file  (MLX 
option  F)  for  this  Atari  machine  language  program 
(December  1983,  p.  122).  As  stated  in  the  article, 
"Chopperoids"  must  be  put  on  a  boot  disk  or 
boot  tape.  If  you  made  a  binary  file,  follow  these 
steps  to  create  a  boot  disk  from  your  work: 

1.  Load  the  MLX  program  and  make  the  fol- 
lowing temporary  changes: 

750  IF    NOT  READ  THEN  1040 
850  TRAP  40000;CLOSE  #2:"^  "Finished. 
'■  :  LET  READ  =  0:  BUFFER*  (FIN-BEG  +  3  1  ) 
=CHR* (0) :BUFFER*<31)=BUFFER*(61) 
:GOTO  360 
1000  H= I  NT (ADR  (BUFFER*)  /256>  ■  L  =  ADR  (B 
UFFER*) -H*256:L=L+30: POKE  ICBAD 
R  +  X,L:POHrE   ICBADR  +  X  +  1,H 

2.  Run  the  modified  MLX  and  use  the  ad- 
dresses given  in  the  original  article.  Specify  the 
boot  disk  option. 

3.  Use  the  MLX  Load  command  to  load  your 
binary  file.  All  the  data  will  be  moved  up  five 
lines,  as  described  in  the  February  "CAPUTE!" 
corrections. 

4.  Use  the  MLX  New  Address  command  to 
begin  typing  at  line  6092  and  enter  the  additional 
lines  from  February  "CAPUTE!"  (p.  181).  Insert  a 
new  disk  in  the  drive  and  use  the  MLX  Save  option 
to  create  a  boot  disk  with  the  corrected  data.        © 


COMPUTE! 

Tine  Resource. 


180    COMPUTi!    MavWSd 


lUI  I  Y^  Machine  Language  Entry  Program 

I  wlbi#m  For  Commodore  64  Chanes  Brannon,  program  Editor 


MLX  is  n  labor-saving  utiUly  that  allows  almost  fail-safe 
entry  of  machine  language  programs  published  in  COMPUTE!. 
You  need  to  hioiv  nothing  about  machine  language  to  use 
MLX — //  was  designed  for  irocrxfone. 


MLX  is  a  new  way  to  enter  long  machine  language 
(ML)  programs  with  a  minimum  of  fuss.  MLX  lets  you 
enter  the  numbers  from  a  special  list  that  looks  similar 
to  BASIC  DATA  statements.  It  checks  your  typing  on  a 
Une-by-line  basis.  It  won't  let  you  enter  illegal  charac- 
ters when  you  should  be  typing  numbers.  It  won't  let 
you  enter  numbers  greater  than  255  (forbidden  in  ML). 
It  won't  let  you  enter  the  wrong  numbers  on  the  wrong 
line.  In  addition,  MLX  creates  a  ready-to-use  tape  or 
disk  file.  You  can  then  use  the  LOAD  command  to  read 
the  program  into  the  computer: 

LOAD  "filename",!,!     (for  tape) 
LOAD  "f ilename",8,l     (for  disk) 

To  start  the  program,  you  enter  a  SYS  command 
that  transfers  control  from  BASIC  to  machine  language. 
The  starting  SYS  number  appears  in  the  article. 

Using  MLX 

Type  in  and  save  MLX  for  your  64  (you'll  want  to  use  it 
in  the  future).  When  you're  ready  to  type  in  an  ML 
program,  run  MLX.  MLX  asks  you  for  two  numbers: 
the  starting  address  and  the  ending  address.  These 
numbers  are  given  in  the  article  accompanying  the  ML 
program. 

You'll  see  a  prompt  corresponding  to  the  starting 
address.  The  prompt  is  the  current  line  you  are  entering 
from  the  listing.  It  increases  by  six  each  time  you  enter 
a  line.  That's  because  each  line  has  seven  numbers — six 
actual  data  numbers  plus  a  checksum  number.  The  check- 
sum verifies  that  you  typed  the  previous  six  numbers 
correctly.  If  you  enter  any  of  the  six  numbers  wrong, 
or  enter  the  checksum  wrong,  the  computer  rings  a 
buzzer  and  prompts  you  to  reenter  the  line.  If  you 
enter  it  correctly,  a  bell  tone  sounds  and  you  continue 
to  the  next  line. 

MLX  accepts  only  numbers  as  input.  If  you  make 
a  typing  error,  press  the  INST/DEL  key;  the  entire 
number  is  deleted.  You  can  press  it  as  many  times  as 
necessarj'  back  to  the  start  of  the  line.  If  you  enter 
three-digit  numbers  as  listed,  the  computer  automati- 
cally prints  the  comma  and  goes  on  to  accept  the  next 
number.  If  you  enter  less  than  three  digits,  you  can 
press  either  the  comma,  SPACE  bar,  or  RETURN  key 
to  advance  to  the  next  number.  The  checksum  auto- 
matically appears  in  inverse  video  for  emphasis. 

To  simplify  your  typing,  MLX  redefines  part  of 
the  keyboard  as  a  numeric  keypad  (lines  581-584): 

U     I       O  7      8      9 

H     J       K     L         become    0      4      5      6 

M    ,       .  12      3 


MLX  Commands 

When  you  finish  typing  an  ML  listing  (assuming  you 
type  it  all  in  one  session),  you  can  then  save  the  com- 
pleted program  on  tape  or  disk.  Follow  the  screen 
instructions.  If  you  get  any  errors  while  saving,  you 
probably  have  a  bad  disk,  or  the  disk  is  full,  or  you've 
made  a  typo  when  entering  the  MLX  program  itself. 

You  don't  have  to  enter  the  whole  ML  program  in 
one  sitting.  MLX  lets  you  enter  as  much  as  you  want, 
save  it,  and  then  reload  the  file  from  tape  or  disk  later. 
MLX  recognizes  these  commands: 

SHIFT-Sr  Save 
SHIFT-L:  Load 
SHIFT-N:  New  Address 
SHIFT-D:  Display 

When  you  enter  a  command,  MLX  jumps  out  of 
the  line  you've  been  t\'ping,  so  we  recommend  you  do 
it  at  a  new  prompt.  Use  the  Save  command  to  save 
what  you've  been  working  on.  It  will  save  on  tape  or 
disk  as  if  you've  finished,  but  the  tape  or  disk  won't 
work,  of  course,  until  you  finish  the  typing.  Remember 
what  address  you  stop  at.  The  next  time  you  run  MLX, 
answer  all  the  prompts  as  you  did  before,  then  insert 
the  disk  or  tape.  When  you  get  to  the  entry  prompt, 
press  SHIFT-L  to  reload  the  partly  completed  file  into 
memory.  Then  use  the  New  Address  command  to 
resume  typing. 

To  use  the  New  Address  command,  press  SHIFT-N 
and  enter  the  address  where  you  previously  stopped. 
The  prompt  will  change,  and  you  can  then  continue 
typing.  Always  enter  a  New  Address  that  matches  up 
with  one  of  the  line  numbers  in  the  special  listing,  or 
else  the  checksum  won't  work.  The  Display  command 
lets  you  display  a  section  of  your  tj'ping.  After  you 
press  SHIFT-D,  enter  two  addresses  within  the  line 
number  range  of  the  listing.  You  can  abort  the  listing 
by  pressing  any  key. 

What  if  you  forgot  where  you  stopped  typing? 
Use  the  Display  command  to  scan  memory  from  the 
beginning  to  the  end  of  the  program.  When  you  reach 
the  end  of  your  typing,  the  lines  will  contain  a  random 
pattern  of  numbers.  When  you  see  the  end  of  your 
typing,  press  any  key  to  stop  the  listing.  Use  the  New 
Address  command  to  continue  typing  from  the  proper 
location. 

MLX:  Machine  Language  Entry 

10  REM  LINES  CHANGED  FROM  MLX  VERSION  2.0 
0  ARE  750,765,770  AND  860       : rem  50 

100  PRINT"{CLR3i63";CHR$(142);CHR$(8); : 
POKE53281,1:POKE53280,1        : rem  67 

101  POKE  788,52:REM  DISABLE  RUN/STOP 

: rem  119 
110  PRINT"ERVS3{39  spaces]"?      :rem  176 
120  PRINT"  {rvsH  14  SPACES  }{ RIGHT]  (off ] 
E*3£{RVS} {RIGHT}  (RIGHT] [2  SPACES] 

May  1984    COMPUH!    181 


130 


140 
200 


210 
215 
220 

225 

230 

240 
250 


260 

300 

310 

315 
3  20 

390 

400 
410 

415 


417 

420 
430 

440 


450 
451 

460 

470 

480 
490 
500 

510 

511 

515 

520 

530 

540 

550 
560 

570 


E*3lOPF}B*3£fRVSl£{RVS3  •   580 

{14  SPACES)^?  :rem  250    581 

PRINT" {RVS} {14  SPACES} {RIGHT)  gG3        582 
{RIGHT}  {2  RIGHT}  {0FF}£{RVS }£§*§ 
{0FF]g*3{RVS} {14  SPACEST";     :rem  35    583 
PRINT" {RVS} {41  SPACES)"       : rem  120 
PRINT" (2  DOWN) {PUR) {BLK)  MACHINE  LANG    584 
UAGE  EDITOR  VERSION  2.01 {5  DOWN}"        585 

: rem  237 
PRINT"E53{2  UP}STARTING  ADDRESS?         59^ 
{8  SPACES} {9  LEFT)";  : rem  143    603 

INPUTS :F=1-F:C?=CHR?( 31+1 19*F)  610 

: rem  166 
IFS<256OR(S>40960ANDS< 49152 )ORS> 53247    620 
THENGOSUB3000IGOTO210         : rem  235    630 
PRINT: PRINT: PRINT  .  : rem  180    640 

PRINT"g5i{2  UP}ENDING  ADDRESS?  650 

{8  SPACES} {9  LEFT}"r :INPUTE:F=1-F:C$= 
CHR$(31+119*F)  :rem  20    660 

IFE<256OR(E>40960ANDE<4915  2)ORE>53247  670 
THENGOSUB3000:GOTO230  : rem  183  680 
IFE<STHENPRINTC$r "{rvS}ENDXNG  <  START  690 
{2  SPACES }":GOSUB1000:GOTO  230 

:rem  176   691 
PRINT: PRINT: PRINT  : rem  179    695 

PRINT  '■  { CLR}  "  r  CHR?  ( 14 )  :  AD=S  :  POKEV+21 ,  0 

:rein  225    700 
A=l : PRINTRIGHT? ( "0000"+MID$ ( STR$ ( AD) , 
2),5);":";  : rem  33    710 

F0RJ=ATO6  :rem  3  3 

GOSUB570:IFN=-lTHENJ=J+NiGOTO320         715 

:rem  228 
IFN=-211THEN  710  : rem  62    720 

IFN=-204THEN  790  :rem  64 

IPN=-206THENPRINT: INPUT" {DOWN }enT£R  N  730 
EW  ADDRESS ";ZZ  : rem  44 

IFN=-206THENIPZZ<SORZZ>ETHENPRINT"  740 
{RVS)0UT  OF  RANGE" :GOSUB1000:GOTO410 

:rem  225    750 
IFN=-206THENAD=ZZ:PRINT:GOTO310 

:rem  238    760 
IF  NO-196  THEN  480  :  rem  133 

PRINT:INPUT"DISPLAY:FEOM";F:PRINT, "TO  762 
";:INPUTT  : rem  234 

IFF<SORF>EORT<SQRT>ETHENPRINT"AT  LEAS    763 
T";Sr" {left),  not  MORE  THAN" ; E:GOT043 
0  :rem  159    765 

F0RI=FT0TSTEP6 : PRINT :PRINTRIGHT$ { "000 
0"+MID$(STR?(I),2),5) ;":";     ;rem30    766 
FORK=0TO5:N=PEEK(I+K):PRINTRIGHT5("00 
"+MID$(STR?(N),2),3);",";      : rem  66    770 
GETA$:IFA$>""THENPRINT:PRINT:GOTO310 

:rem  25    775 
NEXTK:PRINTCHR${20); :NEXTI : PRINTsPRIN 
T:GOTO310  : rem  50    780 

IFN<0  THEN  PRINTJGOTO310      : rem  168 
A(J)=N:NEXTJ  : rem  199    781 

CKSUM=AD-INT (AD/256)* 256 :F0RI=lT06sCK 
SUM=(CKSUM+A{I) )AND255:NEXT   : rem  200    790 
PRINTCHR$ { 18 ) ? : GOSOBS70 : PRINTCHR? ( 146 
).  :rem  94    795 

IFN=-1THENA=6:G0T0315         : rem  254 
PRINTCHR$(20) :IFN=CKSUMTHEN530  800 

:rem  122 
PRINT; PRINT "LINE  ENTERED  WRONG  t  RE-E    810 
NTER" ; P  RINT : GOSUBl 000 : G0T03 10 1 rem  176 
GOSUB2000  !2rem  218    820 

FORI=1T06:POKEAD+I-1,A(I):NEXT:POKE54 
272,0:POKE54273,0  : rem  227    830 

AD=AD+6:IF  AD<E  THEN  310      : rem  212 
GOTO  710  ;rem  108    840 

N=0:Z=0  '^si"  88 


PRINT "E£3";  :rem  81 

GETA$ :IFA$=""THEN581  : rem  95 

AV=-(A$="M")-2*{A$=", ")-3*(A$=". ")-4* 
(A$=" J")-5* (A$="K" ) -6* {A$="L" ) : rem  41 
AV=AV-7*(A$="U")-8*(A$="I")-9*CA$="0" 
) :IFA$="H"THENA$="0"  : rem  134 

IFAV>0THENA?=CHR$(48+AV)  : rem  134 
PRINTCHR$(20) ; :A=ASCCA?) :IFA=130RA=44 
ORA=32THEN670  irem  229 

IFA>128THENN=-A: RETURN  : rem  137 
IFAO20  THEN  630  :  rem  10 

GO SUB690:IFI=1ANDT=44THENN=-1: PRINT" 
{OFF) {LEFT}  {LEFT}"; :GOTO690   ; rem  62 
GOTO570  :rem  109 

IFA<48ORA>57THEN580  t rem  105 

PRINTA?; :N=N*10+A-48  : rem  106 

IFN>255  THEN  A=20 ;GOSUB1000:GOTO600 

:rem  229 
Z=2+1;IFZ<3THEN580  : rem  71 

IFZ=0THEHGOSUB1000:GOTO570  :rem  114 
PRINT", "; :RETURN  : rem  240 

S%=PEEK(209)+256*PEEK(210)+PEEK(211) 

:rem  149 
F0RI=1T03:T=PEEK(S%-I)  :rem  67 
IFT<>44ANDT<>58THENPQKES%-I,32:NEXT 

: rem  205 
PRINTLEFT9("{3  LEFT} " , I-l) ; : RETURN 

;  rem  7 
PRINT" {cLR}{ RVS}***  SAVE  ***{3  DOWN}" 

: rem  236 
PRINT"{2  DOW^I)  (PRESS  {RVS  }  RETURN  {  OFF  } 
ALONE  TO  CANCEL  SAVE) {DOWN} " : rem  106 
F$= " " : INPUT " { DOVra  }  FILENAME " ; F$ : I FP$  = 
""THENPRINT:PRINTsGOTO310  : rem  71 
PRINT; PRINT" [2  DOVffl } {RVS }t{oFF}APE  OR 
{RVS}d{OPF}ISK;  (T/D) "  :rem22a 
GETA$ : IFA5 <> "T " ANDA? <> "D"THEN740 

; rem  36 
DV=1-7*(A$="D") sIFDV=8THENF$="0:"+F$: 
0PEN15,8,15, "S"+F$:CLOSE15  : rem  212 
T$=F$:ZK=PEEK(53)+256*PEEK(54)-LEN(T$ 
)  :POKE782,ZK/256  :rem  3 

POKE781 , ZK-PEEK ( 782 ) *256 ; POKE780 , LEN( 
TS)!SYS65469  : rem  109 

POKE780, 1 :POKE781 , DV: P0KE782 ,1 : SYS654 
66  trem  69 

K=S:POKE254,K/256:POKE253,K-PE'eK(254) 
*256:POKE780,253  : rem  17 

K=E+1 : POKE782 , K/256 : POKE781 , K-PEEK( 78 
2)*256:SYS65496  : rem  235 

IF ( PEEK ( 783 ) ANDl ) 0R( 191 ANDST)THEN780 

:rem  111 
PRINT "{DOWN) DONE. {DOWN} " :GOTO310 

:rem  113 
PRINT "{DOWN} ERROR  ON  SAVE. {2  SPACES }T 
RY  AGAIN. ":IFDV=1THEN7 20  s rem  171 
OPEN15,8,15:INPUT#15,Ei5,E2?:PRINTEl$ 
;E2$:CLOSE15:GOTO720  : rem  103 

PRINT"{CLR} {RVS}***  LOAD  ***{2  D0t»l}" 

: rem  212 
PRINT" {2  DOWN} (PRESS  { RVS } RETURN { OFF ) 
ALONE  TO  CANCEL  LOAD)"  : rem  82 
F$="":INPUT"{2  DOWN}  FILENAME" ? F$ : IFF 
$=""THENPRINT:GOTO310  ! rem  144 
PRINT: PRINT" {2  DOWN} {RVS }T{ OFF } APE  OR 
{RVS}D{0FF}ISK:  (T/D)"  : rem  227 
GETA$:TFA$<>"T"ANDA5<>"D"THEN820 

: rem  34 
DV=:1-7*(A$  =  "D")  :IPDV=8THENF$  =  "0:  "+F$ 

:rem  157 
T5=F$:ZK=PEEK(53)+256*PEEK(54)-LEN(T$ 
) ;POKE782,ZK/256  :rem  2 


182    COMPint!    May  1984 


841  POKE781,ZK-PEEK(782)*256:POKE780,LEN{ 

T$):SYS65469  :rem  107 

845  POKE780 , 1 : P0KE7ai , DV ! POKE782 , 1 : SYS654 

66  :rem  70 

850  POKE780,0:SYS65493  :rein  11 

860  IF ( PEEK ( 783 ) ANDl ) OR ( 191 ANDST ) THEN8 70 

cretn  111 
865  PRINT" (down 3dONE.":GOTO310  :rem  96 
870  PRINT"  {DOlfN} ERROR  ON  LOAD.  {2  SPACES  JT 

RY  AGAIN. [DOWN}"; IFDV=1THEN800 

;reni  172 
880  0PEN15,8,15:INPUT#15,E1$,E2$:PRINTE1$ 

;E2$:CLOSE15:GOTO800  : rem  102 

1000  REM  BUZZER  -rem  135 

1001  POKE54296 ,15 :POKE54277 , 45 :POKE54278, 
165  trem  207 

1002  POKE54276,33 tPOKE  54273 , 6 :POKE54272, 
5  ;rem  42 

1003  FORT=1TO200:NEXT:PQKE54276,32;POKE54 
273, 0:POKE54272,0; RETURN     s rem  202 

2000  REM  BELL  SOUND  : rem  78 

2001  POKE54296 , 15 ! POKE54277,0 :POKE54278, 2 
47  :rem  152 

2002  POKE  54276,17:POKE54273,40!POKE54272 
»0  :rem  86 

2003  PORT=1TO100:NEXT:POKE54276,16:RETURN 

s rem  57 

3000  PRINTC$;"{RVS)NOT  ZERO  PAGE  OR  ROM": 

GOTO1000  -rem  89 


^COMPUQUTfE  T-SHIRTS' 

I'M  A 


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on  White, 
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Phone  (602)  684-2263 


'm  a  HacKer  In  Dlsk^gulse 

Only  Se.95         i 
VISA  money  order         3,  Love  At  First  Byte 

check  Mastercard 

Adult  S<34-36)  M(38-'W)  1(42-44)  XL(464e) 
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— Dealer  Inquiries  Welcomed — 


\ferbatim 

flexible  disks 

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(800)  592-6935  or  tST 

(805)  543-1037 


COMPUTERS  Gazette  Back  Issues 


JULY  1983 :  Commodore  64  Video  Update, 
Snake  Escape,  Alfabug,  VIC  Marquee, 
Word  Hunt,  VIC  Timepiece,  product  reviews, 
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Ansvifers  To  Common  Questions,  VICreations 
—  Speedy  Variables,  64  Explorer. 

OCTOBER  1983:  The  Anatomy  of  Com- 
puters, Telegaming  Today  And  Tomorrow, 


Commodore's  Public  Domain  Programs,  Oil 
Tycoon,  Re-Beep,  product  reviews,  Aardvark 
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VICreations  -  Using  The  VIC's  Clock,  News 
&  Products. 


Back  issues  of  July  and  August  1983  are  $2.50  each.  Issues  from  October  forward  are  $3  Bulk 
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In  the  continental  U.S.  call 

TOLL  FREE  800-334-0868 

(in  North  Carolina  call  919-275-9809) 

COMPUTEi's  Gazette  Back  Issues 

P.O.  Box  5406 

Greensboro,  NC  27403 


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North  Carolina  residents  please  add  4%  sales  tax.  r  r 

MO¥l9e4     COMPimi     183 


NEWS 


UCTS 


Memory  Expander 
For  VIC-20 

Letco  has  announced  the  64KV 
Memory  Module,  which  adds 
more  than  64K  of  memory  to 
your  VIC-20. 

The  64KV  houses  8K  in  each 
of  the  VIC'S  blocks  1,  2,  and  3. 
Block  3  can  also  be  paged,  or 
swapped,  under  program  con- 
trol, with  five  other  separate  8K 
sections  of  memory.  Each  block 
has  a  separate  enable  switch  and 
a  write-protect  switch,  and  there 
is  a  switch  to  make  block  3  re- 
spond as  though  it  is  block  5  (the 
normal  game  block). 

The  module  is  priced  at 
$109.95 

Letco 

7310  Wells  Road 
Plain  City,  OH  43064 
(614)  873-4420 


Authoring  System 
And  Teaching  Tool 

CLAS,  a  teaching  tool  and 
authoring  system  for  educators, 
has  been  released  by  Touch  Tech- 
nologies for  the  Apple  II  -i-  and 
lie,  the  IBM  PC  and  PCjr,  and 
the  Commodore  64. 

The  software  package  func- 
tions as  a  teaching  tool  for  any 
subject.  Authoring  procedures 
allow  instructors  to  create  les- 
sons in  their  own  teaching  style. 
Up  to  30  problem  sets  can  be 
offered  with  each  lesson.  Ques- 
tions take  the  form  of  true/false, 
multiple  choice,  short  answer, 
or  matching. 

If  desired,  the  questions  can 
be  presented  in  a  different  order 

18^1    COMPUTE     MavW84 


The  Letco  64KV  Memory  Module  adds  more  than  64K  RAM  memory  to  your 
VIC-20. 


each  time  the  lesson  is  used. 

Sound  is  used  to  give  feed- 
back when  a  response  is  made  to 
a  question.  A  help  mode  is  pro- 
vided for  the  student,  along  with 
a  review  of  problem  areas  and  a 
summary  of  performance  at  the 
end  of  the  lesson. 

Memory  requirement  for 
Apple  computers  is  48K.  The 
IBMs  must  use  DOS  2.0/2.1. 
CMS  is  available  for  $89.95. 

Touch  Technologies 
609  S.  Escondido  Blvd. 
Ste.  101 

Escondido,  CA  92025 
(619)743-0494 


interface  For 
TI-99/4A 

Mikel  Laboratories,  Inc.,  has 
announced  an  RS-232-C  interface 
system  for  the  TI-99/4A. 

The  $145.95  system  is  a  free- 
standing unit  which  allows  the 
T1-99/4A  to  use  a  printer  and 
modem  without  a  peripheral 
expansion  unit. 


The  company  also  offers 
cassette  interface  systems 
($49.95),  TI  cassette  cables 
($11.95),  and  printers  and  moni- 
tors. A  line  of  personal  computer 
accessories  for  the  TI-99/4A  will 
soon  be  available  from  Mikei 
Laboratories. 

Mikel  Laboratories 
3341  W.  El  Segimdo  Blvd. 
Hazothorne,  CA  90250 
(213)  679-2542 


Life  Insurance 
Program  For  Atari, 
Commodore 

Advanced  Financial  Planning 
has  released  Life  Insurance 
Planning,  a  software  package  for 
the  Atari  400  and  800  computers 
and  the  Commodore  64. 

The  program  will  calculate 
the  inflation  rate  applicable  to  a 
user's  budget;  the  user's  total 
estate  needs  reduced  into  terms 
of  today's  dollars  (such  as  future 
living  expenses  for  the  family. 


college  expenses,  and  funeral 
expenses);  the  total  estate  pro- 
vided by  all  sources  of  income 
and  assets;  and  the  total  shortfall 
needed  to  be  provided  by  life 
insurance. 

Life  insurance  needs  can  be 
calculated  for  any  year  over  the 
planning  period  in  order  to  help 
the  user  select  the  proper  type  of 
insurance  policy. 

Life  Insurance  Planning  sup- 
ports virtually  any  printer,  and 
requires  a  disk  drive.  The  Atari 
version  requires  the  Atari  BASIC 
cartridge  and  32K  RAM.  The 
package  is  priced  at  $29.95. 
When  purchased  with  Advanced 
Financial  Planning's  Retirement 
Planning  program,  the  total  price 
is  $49.95  (shipping  prices  are 
included  in  this  total). 

Advanced  Financial  Planning 
20922  Paseo  Olma 
El  Toro,  CA  92630 
(714)  855-1578 


Music  Adventure 
Games  For  Apple  II 

Syntauri  Corporation  has  intro- 
duced Musicland,  an  advanced 
set  of  musical  games  for  the 
Apple  11. 

The  package  is  built  from 
four  basic  games — Sound  Factory, 
Timbre  Painting,  Music  Doodles, 
and  Music  Blocks.  The  four  games 
are  integrated.  Musicland  is  a 
foundation  program  from  which 
advanced  musical  concepts  and 
structures  may  be  taught  to 
young  children. 

The  system  attempts  to 
maintain  the  interest  of  young 
students,  while  providing  musi- 
cal challenges  for  adult  musicians 
as  well.  Aimed  at  musically  un- 
trained children,  Musicland  lets 
youngsters  use  joystick  controls 
to  discover  musical  form,  timbre, 
orchestration,  composihon,  and 
transposition. 

Children  can  compose,  edit, 
and  play  music  as  well.  Interac- 
tive graphics  aid  exploration, 
from  sketching  a  simple  melody 


to  inverting  a  complex  musical 
passage.  Multipart  pieces  can  be 
composed,  orchestrated,  and 
played  back  in  stereo.  Each 
of  the  four  games  covers  a  dif- 
ferent range  of  musical  learning 
experiences. 

Musicland  requires  a  64K 
Apple  II  computer  system  with 
one  disk  drive,  plus  synthesizers 
(the  Mountain  Computer  Music- 
System)  which  plug  into  the 
Apple.  The  Musicland  set  with 
manuals  sells  for  $150.  The  syn- 
thesizers are  available  for  under 
$400. 

Syntauri  Corporation 
4962  El  Camino  Real 
Suite  112 

Los  Altos,  CA  94022 
(415)  966-1273 


Three  Learning 
Progranns  For  Atari, 
Commodore 

Three  learning  programs  from 
Carousel  Software  have  been 
released  for  the  Commodore  64 
and  Atari  computers  on  disk  or 
cassette. 

Telly  Turtle  is  an  introduction 
to  computer  programming  which 
uses  drawing  routines  and  em- 
phasizes logical  thinking,  prob- 
lem solving,  numbers  sequenc- 
ing, and  visual  discrimination. 

Brain  Strainers  includes  three 
learning  games  for  from  one  to 
four  players:  Clef  Climber,  a  multi- 
level, animated  note  recognition 
game;  Finders  Keepers,  a  multi- 
screen and  multilevel  concentra- 
tion game;  and  Follow  the  Leader, 
a  music  and  graphic  pattern  rec- 
ognition game  with  up  to  44 
levels  of  difficulty. 

Simulated  Computer  is  an 
animated  simulation  of  a  com- 
puter in  operation.  Programs 
written  by  the  user  can  be  seen 
and  heard  flowing  through  the 
component  parts  of  the  com- 
puter. The  program  serves  as  a 
teaching  tool  about  the  way  a 
computer  works. 

Telly  Turtle  (34.95)  and  Brain 


Strainers  ($29.95)  are  meant  for 
ages  five  to  adult.  Simulated  Com- 
puter ($29.95)  is  directed  toward 
ages  12  to  adult. 

Carousel  Software,  Inc. 
877  Beacon  Street 
Boston,  MA  02215 
(617)437-9419 


Games,  Tutorial  For 
Commodore  64 

Advanced  Microware  has  intro- 
duced two  new  software  pro- 
ducts for  the  Commodore  64. 

Casino  Pac  includes  four 
games — Blackjack,  Poker,  Keno, 
and  Slot  Machine.  Each  simu- 
lates the  new  videogaming 
machines  being  used  in  gambling 
centers  such  as  Las  Vegas  and 
Atlantic  City.  The  games  let  you 
practice  your  betting  strategy, 
try  your  own  betting  systems,  or 
play  for  fun. 

Casino  Pac  sells  on  tape  or 
disk  for  $39. 

64Tour  is  a  tour  of  the  fea- 
tures and  capabilities  of  the 
Commodore  64,  with  demon- 
strations of  all  the  graphics 
modes,  as  well  as  music  and 
sound  effects.  The  package  is 
priced  at  $12. 

Advanced  Microware 
P.O.  Box  6143 
Santa  Ana,  CA  92706 
(714)  554-6470 


New  Product  releases  are  selected  from  sub- 
missions for  reasons  of  timeliness,  available 
space,  and  general  interest  to  our  readers.  We 
regret  that  we  arc  unable  to  select  all  new 
product  submissions  for  publication.  Readers 
should  be  aware  that  we  present  here  some 
edited  version  of  material  submitted  by  ven- 
dors and  are  unable  to  vouch  for  its  accuracy 
at  time  of  publication. 

COMPUTE!  ivelcomes  notices  of  up- 
coming events  and  requests  that  the 
sponsors  send  a  short  description,  their 
name  and  phone  number,  and  an  address 
to  which  interested  readers  may  write  for 
further  information.  Please  send  fwtices 
at  least  three  months  before  the  date  of  the 
event,  to:  Calendar,  P.O.  Box  5406, 
Greensboro,  NC 17403.  © 

MOV1984    COMPUTl!     185 


NEC  PRirvlTERS 

NEC  1050 S999.0D 

NEC  3550   ,    .,  S:679  00 

F>EF1C:aiV/l/TANOON 

DRIVES 

5V.     320K  Floppy S229.0O 

5  Meg  Hard  w/Controller CALL 

10  Meg  Haid  W/Controller,.      ..CALL 

IS  Meg  Haid  w/Controller CALL 

20  Meg  Hard  w/Controller CALL 

AMDEK 

31  OA  Amber  Woniloi  £169.00 

DXY  100  Ploller S599.00 

Color  II S399.O0 

AST  RESEARCH 

Six  Pak  Plus... from S2  79.00 

Combo  Plus  II  ..Irom S2  79  00 

Mega  Plus...1iom  S309.00 

I/O  Plus... Irom SI  39.00 

auAORArvt 

Quadlirk  S473.00 

Ouadboard.-.as  low  as S2S9.00 

Quad  512  Plus...as  low  as. ..5249.00 

Quadcolor-.-as  low  as S219.00 

Chronograph SS9.00 

Parallel  Interface  Board 589  00 

64K  RAM  Chips  Kil    S59.O0 

MICROPRO 

WordStar/MailMerge S349.00 

InfoStar S299.00 

SpellStat ..S159-00 

CalcSOr ,.S99.00 

MICROSTUF 
Crosstalk SI  05.00 

MICROSOFT 
Multipian.. S159.00 

ASHTOIM  TATE 

dBASE  II S389.00 

Friday! SI  85.00 

lUS 

EasyWrilet  II S249.00 

EasySpeller S1I3.00 

EasyFiler S229,00 

CONTIIMEIMTAl.  SOPTWARE 
HI  Class  Mail'Form  Letter. ..579.00 
The  Home  Accnt.  Plus      588.00 


VISICORP 

IBM  APPLE 

VisiCalc 

159.00 

VisiCalc  4 

1S9.O0 

VpsiCalc-Advanced 

269.00 

UisiWotd/Spell 

249,00 

Visilrend/Plol 

199,00 

199.00 

VisiLinh 

169.00 

VisiFile 

199.00 

169.00 

VisiSchedule 

199.00 

199.00 

Visidei 

159.00 

VisiPlol 

135.00 

VisiTerm 

75  (XI 

Desktop  Plan 

199.00 

169.0O 

Bus.  Forecast  Model 

7S.0O 

75.00 

Stretch  Gate 

75.00 

75.00 

VisiTutor  Calc 

59.00 

59,00 

VisiTutor-Adwanced 

75.00 

75.00 

VisiTutoj  Word 

59. OO 

59.00 

Vision  Calc 

249.00 

Vision  Graph 

129.00 

Vision  Mouse 

159.00 

Vision  Host 

319.00 

pfB 

APPLE 

ler^ 

Write: 

79.00 

69.00 

Graph: 

79.00 

89.00 

Report: 

79.00 

79-00 

File: 

79.00 

89-00 

Solu(ioh5':a5lQwas 

16.0O 

16,00 

■CallO 

1  Titles 

LOTUS 

1-2-3 

5329.00 

PROVES SII3NAL  SOFTWARE 

PC  Plus/The  Boss S349.00 


SYNAPSE 

File  Manager Sag. 00 


PRINTERS 


AXIOM 

AT-1 00  Atari  triterface 5239.00 

GP- too  Parallel  Interlace  .    ,5199.00 
AT-a46  Intettace  Sa9.00 

AXIOM 
BIVIC 

401  Letlei  Quahtv S5B9.00 

BX-80  Oot  Matrix S269,O0 

CENTRONICS 

122  Parallel S299.00 

739-1   Parallel ,5199,00 

739-3  Serial S249.00 

C.ITOH 

Gorilia  Banana S209.00 

Prownler  S510P S379.00 

Prowriter  1550P S599.00 

A1QI1S  cps)  S569.00 

3600  P - 5929,00 

F I  0-40  5999,00 

F I  0-55 S 1  499,00 

COMREX 
ComWriter  II  Lester  Oualily,..S499.0O 

DIABUO 

620  Letter  Quality       5949.00 

630  Letter  Oualily SI  749.00 

OAISYUVRITER 

2000 S999  OO 

Tractor  Feed S109  00 

EPSON 
MX-aOFT.  MX  lOO.  RX  80.  RX-80FT, 

FX-80,  FX-100 CALL 

IDS 

Prism  SO.,. For  Configurations..  .CALL 

Prism32  ,  For  Configuration, .   CALL 

MANNESMAN  TALLY 

1B0L 5539.00 

IBOL -- S799,00 

S  pi  I  It  BO S309,00 


NEC 

201 0/203O S899.0O 

8023  Dot  Malm S379.00 

8025  Dot  Malm 5669.00 

3S10Senal/LetlBrQualitY.,.S1449,00 
3530  Paiallal./LetterOuall<v  .. 51499.00 
77 10/7730  Serial/Parallel...  SI  949.00 

OKIOATA 

32,83.34,92,93.2350.2410  ...CALL 

SMITH  CORONA 

TP  2     5399.00 

Tractor  Feed SI  19.00 

SILVER  REEO 

500  Letter  Oualily  5469,00 

550  Lettei  Oualrly  5699.00 

STAR 

Gemmi  lOX S299.00 

Gemmi  PI  5X S399.00 

Delta  10 S559.00 

Serial  Board .575.00 

TOSHIBA 

1 350 SI  599.00 

THANSTAR CALL 

PRINTER  CABLES 

Available  lor  Atari.  Commodore,  IBM. 
Apple,  Eti^on.  Kaypro,  Televideo,  Frank- 
lin. Eagle.  Sanyo,  Osborne.  NEC. 
Zenith  and  many  others.  We  supply  all 
your  computer  needs! 


PAPER  SUPPLIES 

1 000  Shis.  G'  .'Xl  1  Tractor  PatJer.  ,19,99 
1O0Osflts.l4'  rxl  1  Tractor Paoer--S24. 99 
1  oi  2    Address  Labels S9,99 


MBC-SSQ  PC  . . .  CALL 
MBC-SSB  PC  . .  .  CALL 

MBC  1100 SI  499  00 

FDD  3200-320K  Drive 5389,00 

|MBC  1  150 51899,00 

IMBC  1200 St  849.00 

FDD  6400  640K  Drive 5459.00 

MBC1250 S2099.00 

PR  5500  Printer S599.00 

APPLE/FRANKLIN 
□  I5K  DRIVES 

MICRO-SCI 

A2  5219,00 

A40 S299.00 

A70 S319.00 

C2  Controller S79.00 

C47  Controller  S89.D0 

RANA 

Elite  1  S279.00 

Elite  2 5389.00 

Elite  3 5569.00 

At^PLE  Us  STARTER  PACK 

64K  Apple  He.  Disk  Drive*  Controller. 
SO  Column  Card.  Monrlor  11  i  DOS  3.3 
COIV1PLETE c  A  US- 
TERMINALS 

914 SS69.0O 

924 5689.00 

925 5739.00 

950 5929. 00 

970 S1039.00 

COMPUTERS 

Teleport  PortaOle  CALL 

BOOA 51099.00 

802 52699.00 

803 51349.00 

802H S4695.00 

806/20 54999. 00 

81  6/40 59 1  99. 00 

1502 53399.00 

1603 CALL 

MONITORS 

AMOEK 

300  Green S149.00 

300  Amber SI 59.00 

310  Amber 5!  69.00 

Color  1 , S279.00 

Color  I   Plus 5299.00 

Color  2  .- S399.00 

Color!  Plus .5419.00 

Colors S349 .00 

Color  4 5699.00 

BMC 

12    Green  888.99 

12'    Green  HI-FES St19.9B 

9191-13'    Color 5249.99 

GORILLA 

12'   Green , S88.99 

12    Amber 595.99 

NEC 

JB  1260  Green. SI 09.00 

JB  1201  Green 5149.99 

JB  1205  Amber 5159.99 

JC  1215  Color 5299.99 

JC12)8RGB S429.00 

JC  1460  Color  RGB     5359. OO 

PRINCETON  C3RAPHIC5 

HX12  RGB 5519  00 

SAKATA 

100 5269.00 

TAX  AN 

210  Color  RGB S299.00 

400  Med-Res  RGB 5319.00 

415HiResRGB     S439.00 

420  Hi-Res  RGB  IIBIUI) 548900 

100  12  ■  Green SI  25.00 

105  12     Amber  S135.00 

USI 

Pi  1.  9    Green 599.99 

Pi2.  12     Green 5119.99 

Pi  3.  12     Amber SI 49.99 

Pi  4.  9'   Amber 5139.99 

1400  Color 5269.99 

OUAORAM 

Ouadchrome  8400 ,5579.00 

ZENITH 

ZVM  122  Amber 5109.00 

ZVM  123  Green SS9.99 

ZVM  135  Color/RGB 5469.99 


^ SANYO 


EFRAHKUN 


ACE  1000  Color  Computer  ..,.CALL 

ACE  Family  Pack  System CALL 

ACE  PRO  PLUS  System CALL 

ACE  1 2O0OI(ice  Mgmt. System . . . CALL 
-NOT  HE  EXPENSIVE 

©Tel^ideo 


MOOEMS 
ANCHOR 

Mark  I  IRS-232) S79.Q0 

Mark  II  I  Alan  I 579.00 

Mark  III  ITI-9D1 SI  09.00 

Mark  IV  tCBM.PET) 5125.00 

Mark  V  (Osbornej 595. OO 

Mark  VU IBM-PC) -.5169.00 

MarkVIIIAuloAnsAutoOiall  ...51  19.00 

Mark  Xim200  Baud) S299,00 

TRS-80  Color  Computer  S99,00 

9  Voll  Povuer  Supply S9  00 

HAYES 

Smartmodem  300  5219,00 

Smarlmodom  1200 5509.00 

Smaitmodcm  1200B  -5459.00 

Micromoderri  II S265.00 

Micromodem  II  Plus 5299,00 

Micromodem  IIE 5269.00 

Mitlromodem  100 S299.00 

Smart  Com  II      S89-00 

Chronograph 5199.00 

NOVATION 

J  Cal S99.99 

SmarlCat  103 5179,00 

SmanCat  103, 21  2 5399,00 

AuloCal  5219-00 

212  AotoCat 5549,00 

Apple  Cat  II    3249,00 

212  Apple  Cal 5569,00 

Apple  Cal  212  Upgiade S309.00 

Cat S139  93 

D-Cal S149  00 

PC  Cal 5399  00 

ZENITH 
ZT   1  S309  00 

ZT  10  S339  00 

ZT  1  1  S3B9  00 


APPLE  ilMTERFACE 

CARDS  &  BUFFERS 

Choose  Irom  PKASO.  Orange  Micro, 
MPC.  MicfOMax.  Tymac.  Ouadram  ( 
Practical  Peripherals CALL 


800»6*t8''35f1    800' 268-^559      800''235«8950 


In  NVcaii  l?0215Ba  5654    DepI,  0506 

Ordei  Slalus  Number    588-5654 
P.O.  Box  6689    Statelme    NVS9449 


In  Toronto  ciill  1416)8280666.  Dcpl.  050€ 

Order  SlnlUb  Number    S2B-0B66 

2505  OurtMin  Drive.  Unit  1  B 

Missis&auga.  Ontario,  Canada  L5L1  Tt 


In  PA  call  U17>327-9575,  Dept    0S06 

Order  SUMuS  Number:  327-9576 

Cuslomer  Service  Number:  327- 1  450 

477  £.  Third  Si,,  Wildamipon.  PA  17701 


'  No  Msk  no  d^po^il  on  C  O  O  orders  Pre-paid  orders  receive  free  shippmg  withm  the  UPS  Conttntenlal  linited  States  with  no  waiting  period  foi  certided  checks  oi 
money  Orders.  A<1(1  J-'/-  (mirnmum  55  OOi  stiippmg  and  handling  on  aU  C  O  D  and  credit  caid  orders.  Larger  shipments  may  require  additional  charges.  NV  and  PA 
lesideni^add  ^aaesia»  All  items  subiect  lo  availability  and  price  change  Wesioch  manutactuier  s  and  ihtrd  party  software  lor  most  alt  computers  on  the  maiKer  Call 
today  *oi  our  new  caiai09 


COMPUTER  M 


Hoala 


KOALA  PADS 

Alan  IDiskI S75.00 

Alan  IROMI _ Sa2,00 

C-64  {DISK! S75,0O 

C-64  IROMI S82-00 

>BM S99.00 

AP/Ffanklin S85.0O 


^Z.  commodore 

CBIVI  Baa3...£5S9 

MSD  S01  Disk  Drive S349.Q0 

MSDSD2  Disk  Drive S599-00 

CBM  4032 S599.00 

CBM  8096 Sa69.00 

CBM  9000 S999.00 

Bl  28-80 S769.00 

CBM  64K  Memory  Board  ...S269.00 

B032  10  9000  Upgrade S259.00 

2031  LP  Disk  Driwe S299.00 

8050  Disk  Olive S949-00 

8250  Disk  Drive  SI  199.00 

4023  Printer S379.00 

8023  Printer S569.00 

6400  Printer St  399.00 

Z-RAM S499.00 

Silicon  Ollice SS99.00 

The  Manager.. SI 99.00 

SodROM .5125.00 

VlsiCalc SI  59 .00 

PROFESSIONAL 

aoFT^A/ARe 

Word  Pro  2  Plus S159.00 

Word  Pro  3  Plus S189.00 

Word  Pro  4  Plus/S  Plus. ..each.. .5279.00 

InloPro S179.00 

Admmislraloi S399.00 

Power S  7  9 .00 


We  stock  a  full  inventorv  ol  software  for  Commodore,  such  as: 
Artw/orx,  Broderbund,  Commercial  Data,  Creative  Software. 
Epyx,  HES,  MIcroSpec,  Nufekop,  Romox.  Sirius,  Synapse, 
Thorn  EMI.Tronix,  UMI,  Victory,  Spirraker,Rainbow4Timeworks! 

ATAF^IS  Q  FT 
Games  for  IBM,  Apple,  C64  &  VIC  20 

tBM/Appla  CGt/VlC  SO 

Pac  Man  29.99  37.99 

Centipede  29.99  37,99 

Dig  Dug  29.99  37.99 

Donkey  Kong  29.99  37.99 

Defender  29.99  37.99 

Robolion  29.99  37.99 


Star  Gale 


29.99 


37,99 


CMO'S  PORTABLE  CORNER 


41   CV. 


,  StSS.SS 


pc-Bsai 


sea 


41    CX S19a.95 

HP10C   SSI    99 

HPllC  S69-99 

HP  12C S88.99 

HP15C  SB3.99 

HP  tec -  saa.99 

HP  75C  - S749-99 

HPIL  Module S98.99 

HPIL  Cass,  or  Printer S3S9.99 

Card  Reader 5143.99 

ExtendetfFunctron  Module  ..  .563  99 

Time  Module    563  99 

TIIVIEX/SINCI_AIR 

Timex.Smclair  TOOQ   S24.99 

Timei-Sinclair  208G     CALL 

t6K  Memory S25.00 

2040  Printer S99  99 

VuCalC  S17,99 

Mind  ware  Pi  in  let S99  99 


m^. 


^ 


PC- 
PC- 


1500A. 
1 550A. 


A 


HOME 
COIVIPUTER! 


ATARI 

BOOXL 


SX-64 
PORTABLE 

VIC  30 CALL 

CBIVI  64 S1SS 

C1541   Disk  Drive S249.00 

CI  530  Datasette S69.00 

CI  S2DColor  Printer/Plotter... SI  29  00 
M-801  Dot  Matrix  Printer  ...S219.00 

01526  Dot  Matrm/Serial S299.00 

01 702  Color  Monitor S249.00 

CI  3 1 1  Joystick 54,99 

CI 31  2  Paddles 511.99 

CI  500  VIC  Modem 55900 

CI 650  Auto  Modem 589.00 

Logo  64 S49.00 

Pilot  84 S39.00 

SimonsBasic S19.00 

Word  Pro  64  Plus S59.QO 

Parallel  Printer  Interface S49.00 

Caic  Result  64 SI  29.00 

Codewriter  64 57500 

Quick  Brown  Fox S49.00 

Word  Pro  64  Plus 559.00 

MCS  BOt  Color  Printer  1499.00 

DPS  1101  Daisy  Printer S459.00 

ivtagic  Voice  Speech  Module.. .  S54.00 
Desk  Organizer  Lock S49-00 


NEC 

PC-8221AThe'malPrinter .    ,SI49.0O 

PC  B2aiA  Data  Recorder S99.00 

PC-8201  068KRAMCtiips..,S105.00 
PC  8206A32K  RAM  Cartridge.. .S329.00 


,  sies.ss 

.  .  SBa.99 


CE-125  Printer.Cassette...    S128.99 
C  e- 1  50  Color  Printer,  Casselle..  .SI  7 1 .99 

CE155  SK  RAM S93.99 

CE  161    16KRAM  SI34.99 

CE  500  ROM  Library  S29.99 


•""With  Purchase  of 
1010  Program  Recorder, 
E,T.  Phone  Home  & 
CI  31 1  Joysticks 

TOTAL  SYSTEM 
PRICE  SS5S 

1010  Recorder  S74.00 

102O  Color  Printer S249.00 

1025  Dot  Matrix  Printer S339  00 

1027  Letter  Quality S309,0O 

103O0irect  Conned  Modem  ...5119,00 

1050  Disk  Drive., , S3  39. 00 

CX30PaiJdle S12.00 

0X40  Joystick eacli...S8.00 

0X7  7  Touch  Tablet  S64.00 

CX80  Trak  Ball 548.00 

0X85  Keypad  SI 05.00 

483  Communicato!  II S229.00 

4003  Assorted  Education S47.00 

4011  Star  Raiders S33.00 

4012  Missile  Command S29.00 

40 1  3  Asteroids , S29 .00 

5049  VisiCalc 5159,00 

7097  Logo    S79.00 

7101  Enlertainer 569.00 

7102  Arcade  Champ S75,00 

8026  Dig  Dug   S33.O0 

ao30  E.T.  Phone  Home S33.00 

8031  Donkey  Kong S39.O0 

8033  Robotton 535.00 

8034  Pole  Position S39.00 

8036  Atari  Wiiter 579.00 

8040  Donkey  Kong.  Ji S39.00 

8043  Ms-  PacMan S39-00 

8044  Joust S39  00 

aiSKETTES 

MAXELL 

5'.'.    MO-1 529.00 

5' 4    mD-7 539,00 

a    FO-1  (SS,00l 539,01} 

a    FD-2  (OS,  DDI S49.00 

VERBATIM 

5't     SS.DD 526,99 

5',.     DSDD S36.99 

ELEPHArMT 

5'^     SS.SD 318.49 

S'i.     SS  DO S22.99 

5'.     OS, DO S28.99 

HEAD 

5','    Oisk  Head  Cleanei S14.99 

C3ISK  HOLCERS 

INNOVATIVE  COIMCEPTS 

Flip-n.File  10  S3. 99 

Flip  n  File  50 SI  7.99 

Flip.  n.File(400,80OR0MIHoldei.. SI  7.99 


LJK  ENTERPRISES 

Atan  Loiter  Pert  eclDisk|40.80|  .,  S79.99 
Atan  Letter  PerfectR0MI40  coll,  579  99 
Alan  Letter  Perfect-ROMIBO coll., ,579,99 

Atan  Data  Penec!ROM(SOcoll S79.99 

Atari  SoBll  Perfect-DISK S59.99 

Atari  Utility/M  ail  Merge.  S21  00 

Apple  Letter  Perfecl 599.00 

Apple  Data  Perfecl 5  75.00 

Apple  LJK  Ulilily 521  00 

Apple  Lov^er  Case  Generator  ,  ..SI  9. 00 


6oaxi 

sooxi 

isaoxL. 

1<400XL 


SISS 

.  CALL 
.  CALL 


PERGOM 


ATBBSl 5369.00 

ATSa-Al S259.00 

AT  BBS  1  PO S449.00 

AT  BS'DDA  SI  19.00 

RFD40-S1    S449.00 

RFD  40-Al    S269.00 

RFD  40-32  ,., S699,00 

RFD  44-51    5539,00 

RFD  44S2  S869.00 

TEXAS  INSTRUMENTS 

IX  99-Sl  5279.00 

RAIMA 

1000 ,.5329.00 

TRAK 

ATD2 S389.00 

INDUS 
.GT-Drive 5379.00 

MEMORY  BOARDS 

Axlon  32K  SS9.00 

Axlon  4aK  599.00 

Axlon  12aK S299.00 

Inlec  32K S59.00 

Intec  4SK SBS.OO 

Inlec  64K S99.00 

Intec  Real  Time  Clock S29.00 

ALIEN  VOICE  BOX 

Atari... S119.00 

Apple S 1 49 ,  00 

COISITROLLERS   & 

JOYSTICKS 

vuica 

Joystick  521.99 

3-way  Joystick 522.99 

Famous  Red  Ball 523,99 

Power  Grip  S21-,99 

BOSS  Joystick  SI  7,99 

ATARI. VIC  Trak  Ball S34.99 

Apple  Trak  Ball S54.99 

Apple  Adapter SI 5,99 

Apple  Analog S37,99 

KRAFT 

Joystick  S4 1 ,99 

Atan  Single  Fite Si 2.99 

Atari  Swilch  Hitter 515.99 

Apple  Paddles 534.99 

IBM  Paddles S34.99 

IBM  Joystick 546.99 

AMIQA 

3100  Single SI  3.99 

3101  Pair SI  9. 99 

Joyboaid S37.99 

TH 

Atari  Irak  Ball S47.99 

Apple  Joystick  547,99 

Apple  Trak  Ball S47.99 


CANADA         

800»648.55ff    800-268't559      800«255'8950 


In  NV  call  I702)5aa-56S4,  DepI   0506 

ir  Stalus  Number    588-5654 
PO    Box  6689    Statelme.  NV  89449 


In  Toronto  call  {4161828-0866    Dept   0506 

Order  Status  Number    828-0866 

2505  Dunwin  Drive    Unit  1  B 

Mississauga.  Ontario    Canada  L5L1T1 


In  PA  call  17  1  7i327  9575    Oepl   0506 

Order  Slalus  NumDei    327  9570 

Customer  Service  NumbS'    327  1450 

477  E    Third  St     Williamsporl    PA  I  7701 


CANADIAN  ORDERS:  All  prices  are  subject  lo  shipping,  tax  and  currency  fluctuations  "Call  tor  exact  pricing  in  Canada 

INTERNATIONAL  ORDERS    All  shipments  outside  the  Continental  United  Stales  must  pre-pay  by  certified  check  only    Include  3      Imimumum  S5  OOl  shipping  imt 

handling    EDUCATIONAL  DISCOUNTS    Additional  discounts  are  available  to  qualilicd  Educational  Inslotioni 

APO  &  FPO   Add  3'..  tminimum  55  00)  shipping  and  handling. 


L\;co  Computer  Marketing  &  Consultants 

TOLL  FREE   800-233-8760 


TO  ORDER 

CALL  US 


In  PA  1-71  7-  327)824 


FOR  ATARI 
COMPUTERS 


AT88S1  ... 
AT88S2  ... 
AT**S1PD. 
RFD40S1.. 
RFD40S2.. 
RFD44S1 . . 


$299.00 
,$535.00 
.S439.00 
$399.00 
$675.00 
$449.00 


AT88  doubler 


HARD  DISK 
DRIVES  for 

APPLE     IBM-PC 

5MEG $1349.00 

10MEG  ...$1599.00 
1SMEG  ...$1999.00 
20MEG  ...$2359.00 

Aild  S  «>  'It'  '"'   'HS  *i  1)    ..-., 

TEXAS 
INSTRUMENT 

Disk  Drive. . .  $245.00 


TRAK  DISK  DRIVES 

AT-D1 S379.00 

AT-D2 S399.00 

PRINTER  CABLE S22.95 

Soflware  (or  ATD-2  - . . .  S22.95 


RAN  A 
DISK  DRIVE 


COMPUTER  CARE 

BIB 

5'/4  DISK  DRIVE 

CLEANER S12.75 

COMPUTER  CARE 

KIT S19.75 


BLANK  DISKETTES 
ELEPHANT 

Slnol*  Sld«  SD(10) t17.7S 

Single  SIda  DD(tO) 121.75 

Double  Sid*  00  (1 0) $20.75 

MAXELL 

MDI(IO) 128.75 

«DH(10| •38.75 

CERTRON  CASSETTES 

CC-10  12  for $15.99 

CC-20  12  for *17.99 

INNOVATIVE  CONCEPTS 
DUk  StoriB*  (hold*  10)....*4.e5 
Dl*k  Storag*  (hold*  15)....  Se.95 
DI(l(S1orag*(hDld*90). . .  .•26.95 

EPYX 

Tdinple  o1  Apshai S26.95 

Star  Warrior S26.95 

Crush.  Crumble  1  Chomp  .  $22.75 

ADVENTURE 

Sa9B«1  Adventureland  ...$29.95 
SsgsS2  Pirate  Adventure. S29. 95 
S«gsa3  Secret  Mission.    .S29.9S 

Slone  o(  Sisyphus $24.95 

ALIEN  GROUP 

Atari  Voice  Boi $99.00 

Apple  Voice  Bos SI  29.00 

SPINNAKER  64 

Kindercomp S21 .75 

Story  Machine $23.75 

Fflce  Maker S23.75 

Snooper  Trooper S29,  75 

Delta  Drawing S34.75 

Shamus  II  c/d . $24.95 

Pinhead  c/d   $22.95 

QUICK  BROWN  FOX 

OBF  Word  Processor $49  95 

UIK 

Letter  Perfect $105.00 

Data  Perfect S95.00 

ADVENTURE  INTERNATIONAL 
S    Adams  Adventure  -      .     S28.75 

VlC-64 

Household  Finance  C>D  .    .524. 75 
VtC  20 

King  Arthurs  Heir  Cass  $24.75 

Monste,  Maze  Rom $.4  7.. 

EASTERN  HOUSE 

Monkey  Wrench  2 $52.75 

BRODERBUND 

LODE  RUNNER  0 $24.75 

OPERATION 

WIRLWIND  D $29.75 

DROL  D  ...   S24.75 

PARKER  BROTHERS 

Tutankham  R S33.75 

Super  Cobra  R S33.75 

Astro  Chasa  R $33.75 

Frogger  R $33.75 

QBert  R $33.75 

Popeye  B $33.75 

ni»k  R $42.75 

Chess  R $42.75 

SPINNAKER 

Storv  Machine  R $26.75 

Face  Maker  R $24.75 

Kinderomp  R. $20.75 

Fraction  Fever  H $24.75 

Delta  Drawing  R $26.75 


RANA 
|^__^^^1^-^(1>  DISK  DRIVES 

^^1  ^^V^^WU^^W  $295.00 

^■II^FI^FI^Bl         Elite  2 $449.00 

ft  H  I  Elite  3 $559.00 

'  '  MICRO-SCI 

SSI  A2 call 

Battle  of  Shilo  $26.75  A40 call 

Tigers  in  the  Snow S26.75  A70... ...call 

Cosmic  Balance $26.75  MUSE 

Knights  of  the  Desert .  S26.75  Castle  Wollenatoin  ....  $20,75 

Battle  for  Normandy . .  $26.75  Caverns  of  Frietag $20.75 

Germany  1985 $36.75  Robot  War $26.75 


CONTINENTAL 

Home  Accountant 

Book  of  Apple  Software 
BRODERBUNO 

Bank  Street  Writer 

AE 

LODE  RUNNER  O     

Choplifter 

David's  Midnlgttt 

SPINNAKER 

Kindercomp 

Story  Machine 

FaceMaker 

Snooper  Trooper 

Delta  Drawing 


$51  .75 
SI  6.75 

$49.75 
$24.75 
S24.75 
$24.75 
$24.75 

$21.75 
S23.7S 
$23.75 
$29.75 
$34.75 


ft  commodore 


1212  Progj-ammers  Ad.S44.75 

1213  Vicmon....,......S44.75 

Vic  20  dust  cover,    ..... .S6.99 

Vic  64  dust  cover, S6.99 

TIMEWORKS 

INVENTORY $59.78 

ACCOUNTS  REC •59.75 

ACCOUNTS  P*¥ •59.7S 

GENERAL  LEDGER 159.75 

PAYROLL •59.75 

CASH  FLOW »59.7S 

SALES  ANALYSIS S5B.75 

6LEC    CHECKBOOK »59.75 

MONEY  MANAGER (£9.75 

DATA  MANAGER (59.75 

WALL  STREET •59.75 


HES64 

Sound  Box S9.95 

64Forth $55.75 

Hesmon.. ..........  —  $25.75 

Turfle  Graphics $37.75 

Heswriter $26.75 

Gridrunner $19.75 

Attack  of  MC  $22.75 

Turtle  Trainer..  .,...,..$22.75 

TurtieTutor S22.75 

Paint  Brush $22.75 

Benji $25.75 

Home  Manager $28.75 

Time  Money  Mgr $44.97 

OmniCalc $33.75 

Sword  Point St  9,95 

HesModem S52.7S 


CARDCO 

Cardprinter  /  LOl $499  00 

Csrdprmt  DM1 $109  00 

5  Slot  Expansion  64 $54,00 

64  Write  NOW $39  OO 

64  Mail  NOW $29.00 

2j  Write  NOW $29.00 

64  Keypad $29.00 

Universal  Cass.  In! $29.75 

Printer  Utility $1  9,75 

6  Slot  Expansion $79  95 

3  Slot  Expansion $24  95 

PRINTER  INTERFACE... $39.75 

PRINTER  INTERFACE  with 

full  graphics $63.75 

UGKTPEN $29.75 


PARKER  20 

Frogger  (BOM) 
OBerf  (ROM) 
Tutankham  (rom) 


$33  75 
S33  75 
S33  75 


SYNAPSE 

BLUE  MAX  C/D S24.75 

Fr.  APOCALYPSE  C/D...  S24. 75 
PHABOAW'S  CURSE  C/D .. .  $2475 

FIRST  STAR 
ASTRO  CHASE  C/D.. -.522. 75 

BRISTOLS  C/D $22.75 

FLIPFLOPC/D $22.75 


ALIEN  GROUP 

Voice  Box  2  .  $99.75 

DON'T  ASK 
Sam $41.75 

Abuse $15.95 

Teleatri $27.95 

Poker  Sam      S24.95 


EPYX 

GATEWAY  TO 

ASPHIR $28.75 

JUMPMAN  JR  R $28.75 

PIT  STOPR $28.75 

GATEWAY  TO 


600XL  ...SCALL 

800XL for 

1 400XL. . .  Lowest 
1 450 Prices 

1020  PRINTER NOW 

1025  PRINTER IN 

1027  PRINTER STOCK 

1 050  DISKDRIVE  ....  SSAVES 
1010  RECORDER $74.75 


APX 

3R  Math $19.95 

Typo  Attack $24.95 

Family  Budget $19.95 

F.  Cash  Flow $19.95 

BRODERBUND 

Bank  Street  Writer  D $49. 75 

AE  D $24.75 

Apple  Panic  O $23.75 

Choplifter  ROM $32.75 

David's  Midnight $24,75 

Stellar  Shuttle  C/D $18.75 

Ft.  Apocalypse $24.75 


SSI 

Battle  of  Shilo  C/D 

Tigers  in  the  Snow  C/D. .. 
flatlle  lor  Normandy  C/D  . 
Knights  of  the  Desert  C/D 
Cosmic  Balance  C/D  

ON-LINE 

Frogger 

Wizard  i  Prin  

HOKLAN 

Wizard  of  War 

Gorf 

Delux  Invader 

BIGS 
Miner  2049 


$26.75 
$26.75 
$26.75 
$26.75 
..$26.75 

..$24.95 
.$26.95 

..$29.75 

..$29.75 

$27.95 

$32.75 


Li;co  Computer  Marketing  &  Consultants 

TOLL  FREE  800-233-8760 


TO  ORDER 

CALL  US 


In  PA  1   717-327-1824 


PRINTER 
INTERFACING 

I  Available  for  laM  PC,  Apple,  Atari,  Vic  20  &  Vic  &4 


PRINTER  PAPER 
AVAILABLE 


SAVE  =  PRINTERS 


EPSON 


OKI  DATA 


LETTER  QUALITY 

SMITH  C0RONATP2. .  .S449.00 

DIABLO  630  .  .51  71 9.00 

ALPAHCOM  42 $89.00 

ALPHAC0M81  SI  29.00 

NEC  8023 S369.00 

NEC  8025 S699.00 

NEC  PC-820O 
COMPUTER SCALL 


RX-aO $SAVE$ 

RX-BOFT ON 

FX-80 In-Slock 

FX-100 EPSON 

MX-80FT PRINTERS 

MX-100 $$CALLJS 

MANNESMANN 
TALLY 

SPIRIT  80  SCALL 

MT  IBOL SCALL 


80 SSAVES 

82A CALL  (or 

a3A LOWEST 

84  PRICES 

92 art  these 

93.;' In-Stock 

PACEMARK  2350. . .  PRINTERS 

ATARI  850 
REPLACEMENTS 

IN -STOCK 


CITOH 

GORILLA  GXtOO St 79.00 

PROWRITER  eSl  0  . . .  S339 .00 

PROWRITER  II  S659.00 

8600 SI  025.00 

STARWRITER S109S.OO 

PRINTMASTER S149B.00 

STAR  MICRONTICS 

GEMINI  10X S269.O0 

GEMINI  15X SCALL 

DELTA  10 $479.00 


MODEMS 


ANCHOR  MARK  I 
ANCHOR  MARK  I 
HAYES  SMART  .. 
HAYES  MICRO  II 
Micro  Bit 

|MPP-1000 

NOVATION 

CAT 

D-CAT 

J-CAT 

APPLE  CAT  II    ,  ,. 
2^7  APPLE  CAT 


S79.00 

I..S79.00 

.S239.O0 

S309.O0 

$129.75 

S144.00 
S15S.00 
S1  15.00 
S279.00 
S5B9.DO 


CORDLESS 
TELEPHONES 
from..  .$69.75 


MONITORS 

Sakatg  Color $229.00 

Amdek  Color  I S275.O0 

Amdek  300  Green S149.00 

Amdek  300  Amber  ....  $1 49,00 
Gorilla  Green  S99.00 


DUST  COVERS 

800 $3.99 

400 $3.99 

1200 $3.99 

410 $3.99 

810 $3,99 

1050 S5.99 

PROWRITER  $5.99 

GEMINI  10X $5.99 

PERCOM  DISK $5.99 

VIC  20/64 $5.99 


[appkz 


APPLE  DUMPllNr.  GX  S99   ? '. 

APPLE  tXJMPUNG  64      lUi  BulterlSI 79  7e, 

INFOCOM 

Zork  I.  II.  or  III S26.7S 

Deadline  $33.75 


HES    20  HES  Writer...  S2S. 75 

HESMONRom.  $25.75       Shamus $25.75 

Turtle  Graphics.  $25.75       f'°^^"°' S25.75 


PEFQGM 


VIC  64/20 

PACMAN S33.75 

DONKEY  KONG S33.75 

DIG  DUG S33.7S 

DEFENDER $33.75 

CENTIPEDE  $33.75 

FIRST  STAR  64 

BRISTOLSC/D S22.7S 

FLIPFLOPC/D $22.75 


SYNAPSE  64 


commodore  ^-^ 


ZEPPELIN  C/D  $24.75 

BLUE  MAX  C/D $24.75 

DIMENSION  X  C/D  ....$24.75 

E  PYX  64 

ASPHI  R $28.75 

JUMPMAN  JR  R $28.75 

PITSTOPR $28.75 


BRODERBUND64 
BANK  STREET 

WRITER $49.75 

CHOPLIFTER $24.75 

LODE  RUNNER $24.75 

OROL $24.75 

KOALA  TOUCH  TABLET. -.  $69.75 


C^ 


AT88S1  ..$299.00 
RDF44SI  $449.00 


GEMINI  10 $269.00 


IBM 

PACMAN $27.95 

DONKEY  KONG S27.95 

DIG  DUG S27.95 

DEFENDER- $27.95 

CENTIPEDE  $27.95 


ATARI 


APPLE 

.$29.7  5  PACMAN $27.95 

.S29-75  DONKEY  KONG $27.95 

.$29.75  DIG  DUG $27.95 

.$29.75  DEFENDER $27.95 

$29.75  CENTIPEDE $27.95 


48  K  RAM 
64  K  RAM 


..S75.00 
.  .S99.00 


ATARI  WRITER  S79.0O 


KOALA  TOUCHTABLTT... $99.75       KGALATOOCHTABLET... $69.76  KQALATOUCHTABLET... $84.75 


DEADLINE        $34.75 

ENCHANTER   $34.75 

INFIDEL  $34.75 

PLANETFALL  $34.75 

STAR  CROSS   $34,75 

SUSPENDED S34.7S 

WITNESS        S34.75 

ZORK  I  $34.75 

ZORK  II  S34.75 

i  ZORK  III       S34.75 


..$34.75 
.$34.75 
$34.75 
.$34,75 
.$34.75 
.$34,75 
.$34.75 
.$34.75 
.$34,75 
.S34.75 


..$34.75 
.$34.75 
.$34.75 
.$34.75 
.$34.75 
.S34.75 
.$34.75 
.S34.75 
.$34.75 
.S34.75 


BUSINESS 

'"•'"Ic $159.75 

L«t1«r  Pertact 489,75 

L9tt«r  Perfect S80,75 

DatBp»rt»rt tesi/S 

TEXTWIZZARD $34.75 

SPELL  WIZZARD $34.75 

FN*  H»n«B»r  . . , $09.75 

Mom*  Fll*  Mgr j^q  j^ 

BookHpar SUs'ts 

'-■"•'■^ $199,75 


A 

ATARI 

(■ompuiehi  forpeopk. 
O 


09        TO  ORDER 

CALL  TOLL  FREE  Or  s«nd  ofdef  10 

800-233-8760        pTs'rsor 

iCustomer  Service  1-71 7-327-1 825  Jersey  Shore.  PA  1774C 


POLICY 

In-Stock  Items  shipped  within  24  hou'S  or  order.  Personal 
checks  require  tour  weeks  cJearance  before  shippmg.  No 
deposit  on  C.O-D.  orders.  Free  shipping  on  prepaid  cash  orders 
within  the  continental  US.  PA  residents  add  sales  ta^.  All 
products  subject  to  availability  and  price  change.  Advertised 
prices  show  A\i  discount  offered  for  cash,  add  4^  for  Master 
Card  or  Visa.  DEALER  INQUIRIES  INVITED. 


^^5SS5KMSS* 


YOU  CAN'T  TELL 

A  DISK  DRIVE 

BY  ITS  COVER!! 


WITH  A  HAPPY  ENHANCEMENT  INSTALLED  THESE  ARE 
THE  MOST  POWERFUL  DISK  DRIVES  FOR  YOUR  ATARI  COMPUTER 

WARP  SPEED  SOFTWARE  DISK  READING  AND  WRITING  500%  FASTER 

HAPPY  BACKUP  —  Easy  to  use  backup  of  even  the  most  heavily  protected  disks 

HAPPY  COMPACTOR  -  Combines  8  disks  into  1  disk  with  a  menu 

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rviay1984     COMPUTE!     191 


Advertisers  Index 


Reader  Service  Number/  Advertiser      Page 

102  Aardvark  Action  Software  113 

Abacus  Software  143 

Abati  LO-20  Printer 53 

103  AB  Computers    127 

Academy  Software  126 

Aries  Marl<eting  Co 191 

ArtwofK  77 

104  Aspen  Ribbons,  Inc 191 

Atari,  Inc 4 

105  Batteries  Included   31 

106  Batteries  Included  43 

107  Brady  Communications,  Inc 26,27 

108  Col-Abco/Peripherals  Division  95 

CAP.  Software  Inc 167 

109  Cardco.Inc IBC 

Cass-A-Tapes 87 

Commodore  Computers  BC 

110  Compucat  191 

Compu-Qutie  Designs  183 

111  CompuServe  11 

112  CompuServe  76 

ComputAbiliti' 149 

Thie  Computer  Book  Club  99 

113  Computer  Mail  Order 186,187 

114  ComputerMat  135 

115  Computer  Outlet 137 

Computer  Warehouse  146 

Cosmic  Com  puters  Unlimited  125 

Creative  SofK^/Gre 71 

116  CTRL  Heoltti  Software 87 

117  Datamost  Inc 69 

DesignWare 35 

1ia  Disk  World!   131 

119  Disk  World!   191 

120  Disk  World!  191 

121  Dymarclndustries,  Inc 57 

122  Eastern  House  122 

Electronic  Arts  15 

123  Elek-Teklnc 131 

Enctianted  Forest  190 

Epyx  39 

Epyx   41 

ErenchSilk 72 

Frontrunner  Computer  Industries 122 

FunSoft 63 

124  Fulurehouse  7 


Reader  Service  Number/  Advertiser      Page 

125  Gardner  Computers  inc 167 

126  Handle  SofhA/are  Inc 61 

Happy  Computers,  Inc 190 

127  Harmony  Video  &  Computers  172 

Hytec  Systems  51 

128  IBM  22,23 

Indus  Systems 97 

Joson-Ranheim 152 

129  Kalglo  72 

130  Krell  Softwore  Corp 81 

Leading  Edge  Products.  Inc IFC 

131  Lyco  Computer  Morlteti  ng  &  Consu  Itants 

188,189 

(Mjagreeable  Software,  Inc 191 

Maxell    19 

Ivlelcomp  191 

IVlicro-Sys  Distributors  129 

132  IVlicroWare 72 

IVlicro  World  Electronix,  Inc 119 

133  Micro  Worx 116 

Midwest  Micro  Inc 152 

Mosaic  Electronics,  Inc 9 

Muse  Software 55 

134  Nibble  Nofcfi  130 

Pacific  Exclianges  173 

Pacific  Exctianges  174 

Pacific  Exchanges  175 

Pacific  Exchanges  183 

Porsec  Research  158 

Powerbyte  Software  172 

135  Precision  Software,  Inc 79 

136  Professional  Software  Inc 1 

137  Protecto  Enterprizes  107 

138  Protecto  Enterprizes  108,109 

139  Protecto  Enterprizes  110,111 

140  l?eader's  Digest  47 

Reston  Computer  Group   17 

Resfon  Computer  Group   21 

Reston  Software  13 

Reston  Software  25 

141  Richvale  Telecommunications  83 

142  SAVE  158 

Scholastic  Wizware  36,37 

143  Screenplay 67 

SM  Software  Inc 144 

SM  Software  Inc 144 


Reader  Service  Number/  Advertiser      Poge 

SM  Software  Inc 145 

SM  Software  Inc 145 

144  SoftPeople  Inc 73 

145  SoftRent 190 

SoftwareCity  119 

Software  Unlimited 131 

146  Sophisticated  Software  of  America   ..  87 

Spinnoker  Z3 

Strategic  Simulations  Inc 93 

147  subLOGIC  Corporotion 39 

148  SuchADeal   133 

149  Systems  Management  Associates  ....  117 
3-G  Company,  Inc 141 

150  Timeworks,  Inc 59 

Tri  S/C  Software  191 

WallingCo 191 

YorklO   172 


COMPUTErs  GAZETTE  Bock  issues  183 

COMPUTErs  PC  &  PCjr  Subscription  65 


192     COMPUTE!     May  198(5 


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Circle  101  for  a  one  year  new  U.S.  subscription  to 
corviPUTEt  you  will  be  billed  for  $24. 

Please  print  or  type  your  fuH  name  and  address 

Limit  one  card  per  person. 

Name    

Address 

City 


Circle  101  for  a  one  year  new  U.S.  subscription  to 
COMPUTE!  you  will  be  billed  for  $24. 

Please  print  or  type  your  full  name  and  address. 
Limit  one  cord  per  person. 

Name 

Address 

City 


State/Province 


Zip 


State/Province 


Zip 


Country 


Country 


Please  include  zip  code.  Expirofion  7/31/84 


C05S4 


Please  include  zip  code.  Expirolion  7/31/84 


C05B4 


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"Commodore-ready", 
i^r.  and  ready  for  you  NOW! 

"Cardcorder"  DC/ 1 ,  Data  Cassette  Recorder/Player 


Introducing  the  "CARDCORDER",  Model 
DC/1 ,  ttie  Computer  Cassette  ttiat  is 
"Commodore-ready,"  designed  for  storage 
and  retrieval  of  computer  data  efficiently, 
economically;  witti  consistent  performance.  Yet, 
this  fine  CARDCO  product  is  priced  lower  than 
any  similar  product  with  special  quality  features. 

Includes  standard  connector  which  is 
"Commodore-ready";  LED  "save"  indicator  light 
v/hich  confirms  data  recording  on  to  the  tape; 
handles  up  to  120  minutes  (60  minutes  on  each 
side)  of  any  standard  tape  including  existing 
pre-recorded  commercial  as  well  as  personal 
data  tapes  intended  for  use  with  Commodoce 
f^  Personal  Computers;  ready  to  go . . .  just  pli 
in  and  record  efficiently. 

CARDCO's  "CARDCORDER"  COMPUTER 
CASSETTE  is  a  quality  data  cassette  recorder/ 
Sk    player  in  an  attractive  polystyrene  case,  with  all 


the  standard  cassette  functions: 

record  . . .  play . . .  rewind  . . .  fast  forward . . . 

stop  and  eject . . .  pause.  A  solid-state 

designed  product  of  the  finest  components  with 

auto-stop. 

The  "CAR[X:ORDER"  DC/1  carries  a  90  day 
warranty  to  original  owners. 

All  CARDCO  products  are  available  at  your  local 


cardco,  inc. 


,13Mattiewson    Wichita,  Kansas  67214    (316)267-6625 
■nriie  woitd's  kirgesr  monufacturer  of  Commodore  accessories." 


Commodofe'"  Is  a  leglstetod  IradeiTKirk  ot  ComiiKxJoro8u«lne«i  Systems,  mc 


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